mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-13 10:49:11 +00:00
304 lines
7.9 KiB
C++
304 lines
7.9 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 */
|