khanat-opennel-code/code/nel/include/nel/3d/lod_character_shape.h

304 lines
8.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_LOD_CHARACTER_SHAPE_H
#define NL_LOD_CHARACTER_SHAPE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/common.h"
#include "nel/3d/mesh.h"
namespace NL3D
{
// ***************************************************************************
/**
* A build structure information for building a CLodCharacterShape
* This is the structure exported from the 3D editor
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CLodCharacterShapeBuild
{
public:
class CPixelInfo
{
public:
// The associated Pos/Normal of this pixel.
CVector Pos;
CVector Normal;
// An id for an empty pixel.
static const CPixelInfo EmptyPixel;
public:
CPixelInfo() {}
CPixelInfo(const CVector &pos, const CVector &normal) : Pos(pos), Normal(normal) {}
bool operator==(const CPixelInfo &o) const
{
return Pos==o.Pos && Normal==o.Normal;
}
void serial(NLMISC::IStream &f)
{
f.serial(Pos, Normal);
}
};
public:
CLodCharacterShapeBuild();
// The Vertices of the shapes
std::vector<CVector> Vertices;
// Palette Skinning Vertices array (same size as Vertices).
std::vector<CMesh::CSkinWeight> SkinWeights;
// UVs (same size as Vertices).
std::vector<CUV> UVs;
// Normals (same size as Vertices).
std::vector<CVector> Normals;
// Bones name. Each matrix id used in SkinWeights must have a corresponding string in the bone name array.
std::vector<std::string> BonesNames;
// Faces array
std::vector<uint32> TriangleIndices;
public:
/** compile the lod: compute Texture Information.
* \param triangleSelection. If not same size as triangles, not used. Else texture info is filled only with
* triangles whose their triangleSelection[triId]==true
* \param textureOverSample is rounded to the best square (4,9,...). Prefer a srq(oddVal): 1,9,25,49 etc...
* NB: overSamples are not averaged, but the nearest sample to the texel center is taken.
*/
void compile(const std::vector<bool> &triangleSelection, uint textureOverSample=25);
/// serial
void serial(NLMISC::IStream &f);
/// get TextureInfo
const CPixelInfo *getTextureInfoPtr();
uint getTextureInfoWidth() const {return _Width;}
uint getTextureInfoHeight() const {return _Height;}
// ****************
private:
// For each pixel of the texture (32*32), give what vertex/normal use it.
std::vector<CPixelInfo> _TextureInfo;
uint32 _Width, _Height;
};
// ***************************************************************************
/**
* A very Small Shape with anims encoded as Key Meshes. Used for Lod of skinned meshes
* NB: normals are not skinned (for anim size consideration).
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CLodCharacterShape
{
public:
/// A lod Animation Build information
struct CAnimBuild
{
/// Name of the Anim.
std::string Name;
/// The number of Keys.
uint NumKeys;
/// The effective time of the animation
float AnimLength;
/// List of Keys * NumVertices
std::vector<CVector> Keys;
};
/// A compressed vector information
struct CVector3s
{
sint16 x,y,z;
void serial(NLMISC::IStream &f)
{
f.serial(x,y,z);
}
};
public:
/// Constructor
CLodCharacterShape();
/** build the Mesh base information
* NB: SkinWeights array tells for each vertex what bone to use (for alpha test removing)
*/
void buildMesh(const std::string &name, const CLodCharacterShapeBuild &lodBuild);
/** Add an animation. many nlAssert to verify array size etc... return false, if same AnimName exist.
* NB: the entire animation is compressed to CVector3s internally.
*/
bool addAnim(const CAnimBuild &animBuild);
/// serial this shape
void serial(NLMISC::IStream &f);
/// Get name of this lod
const std::string & getName() const {return _Name;}
/// get the animId from a name. -1 if not found
sint getAnimIdByName(const std::string &name) const;
/// get the number of vertices of this mesh
uint getNumVertices() const {return _NumVertices;}
/// get the number of triangles of this mesh
uint getNumTriangles() const {return _NumTriangles;}
/// get the number of bones
uint getNumBones() const {return (uint)_Bones.size();}
/// get a bone id, according to its name. -1 if not found
sint getBoneIdByName(const std::string &name) const;
/// get a ptr to the triangles indices
const TLodCharacterIndexType *getTriangleArray() const;
/// get the vector of triangles indices
const std::vector<TLodCharacterIndexType> &getTriangleIndices() const {return _TriangleIndices;}
/// get a ptr on the UVs.
const CUV *getUVs() const;
/// get a ptr to the triangles indices
const CVector *getNormals() const;
/** \name Vertex per Bone AlphaTesting
* This system is used for example to remove weapon of a Lod, using AlphaTesting (ie the polygons
* of the weapons are still drawn, but with alpha==0 => invisible)
*/
// @{
/// init the process by resize-ing a tmp uint8 vector of getNumVertices() size, and reset to 0
void startBoneAlpha(std::vector<uint8> &tmpAlphas) const;
/// Add a bone alpha influence to tmpAlpha.
void addBoneAlpha(uint boneId, std::vector<uint8> &tmpAlphas) const;
// @}
/** get a ptr to the vertices of the key according to animId and time.
* NB: the anim Loop if wrapMode is true
* \param unPackScaleFactor return value is the scale factor which to multiply
* \return NULL if animId is not valid
*/
const CVector3s *getAnimKey(uint animId, TGlobalAnimationTime time, bool wrapMode, CVector &unPackScaleFactor) const;
// *******************************
private:
/// A lod Animation
struct CAnim
{
/// Name of the Anim.
std::string Name;
/// The number of Keys.
uint32 NumKeys;
/// The effective time of the animation
float AnimLength;
float OOAnimLength;
/// The Scale factor to be multiplied to transform CVector3s to CVector
CVector UnPackScaleFactor;
/// List of Keys * NumVertices
std::vector<CVector3s> Keys;
void serial(NLMISC::IStream &f);
};
struct CVertexInf
{
// Id of the vertex that the bone influence.
uint32 VertexId;
// weight of influence
float Influence;
void serial(NLMISC::IStream &f)
{
f.serial(VertexId);
f.serial(Influence);
}
};
/// A Bone influence: list of all vertices to influence.
struct CBoneInfluence
{
// Name of the bone.
std::string Name;
// list of vertex this bone influence.
std::vector<CVertexInf> InfVertices;
void serial(NLMISC::IStream &f);
};
/// Map name To Id.
typedef std::map<std::string, uint32> TStrIdMap;
typedef TStrIdMap::iterator ItStrIdMap;
typedef TStrIdMap::const_iterator CstItStrIdMap;
private:
std::string _Name;
uint32 _NumVertices;
uint32 _NumTriangles;
// UVs and Normals
std::vector<CUV> _UVs;
std::vector<CVector> _Normals;
/// List of bones and vertices they influence
std::vector<CBoneInfluence> _Bones;
// The map of bone.
TStrIdMap _BoneMap;
/// numTriangles * 3.
std::vector<TLodCharacterIndexType> _TriangleIndices;
/// List of animation.
std::vector<CAnim> _Anims;
// The map of animation.
TStrIdMap _AnimMap;
};
} // NL3D
#endif // NL_LOD_CHARACTER_SHAPE_H
/* End of lod_character_shape.h */