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627cf4f131
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257 lines
6.7 KiB
C++
257 lines
6.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/skeleton_shape.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/scene.h"
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#include "nel/misc/bsphere.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CSkeletonShape::CLod::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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(void)f.serialVersion(0);
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f.serial(Distance);
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f.serialCont(ActiveBones);
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}
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// ***************************************************************************
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CSkeletonShape::CSkeletonShape()
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{
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// By default for now....
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// Temp. Have a huge BBox, so clip badly.
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_BBox.setCenter(CVector(0,0,1.5));
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_BBox.setSize(CVector(3,3,3));
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}
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// ***************************************************************************
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sint32 CSkeletonShape::getBoneIdByName(const std::string &name) const
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{
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std::map<std::string, uint32>::const_iterator it= _BoneMap.find(name);
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if(it==_BoneMap.end())
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return -1;
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else
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return it->second;
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}
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// ***************************************************************************
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void CSkeletonShape::build(const std::vector<CBoneBase> &bones)
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{
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uint i;
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// copy bones.
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_Bones= bones;
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// for all bones
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for(i=0;i<_Bones.size();i++)
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{
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// build the map.
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_BoneMap[_Bones[i].Name]= i;
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// validate distances.
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_Bones[i].LodDisableDistance= max(0.f, _Bones[i].LodDisableDistance);
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// get fahter dist.
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sint32 fatherId= _Bones[i].FatherId;
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// if father exist and is not "always enabled"
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if(fatherId>=0 && _Bones[fatherId].LodDisableDistance!=0)
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{
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float fatherDist= _Bones[fatherId].LodDisableDistance;
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// I must disable me at least before my father (never after).
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if(_Bones[i].LodDisableDistance==0)
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_Bones[i].LodDisableDistance= fatherDist;
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else
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_Bones[i].LodDisableDistance= min(_Bones[i].LodDisableDistance, fatherDist);
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}
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}
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// build Lod Information.
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//==============
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_Lods.clear();
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// build all distances used.
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set<float> distSet;
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for(i=0;i<_Bones.size();i++)
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{
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float dist= _Bones[i].LodDisableDistance;
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// if lod enabled for this bone, add a new distance, or do nothing
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if(dist>0)
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distSet.insert(dist);
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}
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// create a lod for each distance used + 1 (the "dist==0" distance).
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_Lods.resize(distSet.size() + 1);
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// create the default lod: all bones activated.
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_Lods[0].Distance=0;
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_Lods[0].ActiveBones.resize(_Bones.size(), 0xFF);
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// For each lods not 0th.
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set<float>::iterator it= distSet.begin();
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for(uint j=1; j<_Lods.size(); j++, it++)
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{
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float lodDist= *it;
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// set the distance of activation
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_Lods[j].Distance= lodDist;
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// resize and default to all enabled.
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_Lods[j].ActiveBones.resize(_Bones.size(), 0xFF);
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// Search what lod are to be disabled at this distance.
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for(i=0;i<_Bones.size();i++)
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{
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float dist= _Bones[i].LodDisableDistance;
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// if the dist of the lod is greater (or equal) to the disableDist of the bone,
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// and if the bone is not "always enabled", disable the bone
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if(lodDist>=dist && dist!=0 )
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_Lods[j].ActiveBones[i]= 0;
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}
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}
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}
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// ***************************************************************************
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void CSkeletonShape::retrieve(std::vector<CBoneBase> &bones) const
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{
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bones= _Bones;
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}
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// ***************************************************************************
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CTransformShape *CSkeletonShape::createInstance(CScene &scene)
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{
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// Create a CSkeletonModel, an instance of a mesh.
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//===============================================
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CSkeletonModel *sm= (CSkeletonModel*)scene.createModel(NL3D::SkeletonModelId);
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sm->Shape= this;
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// setup bones.
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//=================
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sm->Bones.reserve(_Bones.size());
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for(sint i=0;i<(sint)_Bones.size();i++)
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{
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// Append a new bone.
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sm->Bones.push_back( CBone(&_Bones[i]) );
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// Must set the Animatable father of the bone (the skeleton model!).
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sm->Bones[i].setFather(sm, CSkeletonModel::OwnerBit);
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}
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// Must create and init skeleton bone usage to 0.
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sm->initBoneUsages();
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// For skinning: setup skeleton in Skin LoadBalancing group
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sm->setLoadBalancingGroup("Skin");
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return sm;
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}
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// ***************************************************************************
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void CSkeletonShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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/*
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Version 1:
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- _Lods.
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*/
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sint ver= f.serialVersion(1);
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f.serialCont(_Bones);
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f.serialCont(_BoneMap);
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if(ver>=1)
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f.serialCont(_Lods);
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else
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{
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// create a skeleton shape with bones activated all the time
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_Lods.resize(1);
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// create the default lod: all bones activated.
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_Lods[0].Distance=0;
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_Lods[0].ActiveBones.resize(_Bones.size(), 0xFF);
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}
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}
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// ***************************************************************************
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float CSkeletonShape::getNumTriangles (float distance)
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{
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// No polygons
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return 0;
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}
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// ***************************************************************************
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bool CSkeletonShape::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
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{
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// Speed Clip: clip just the sphere.
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CBSphere localSphere(_BBox.getCenter(), _BBox.getRadius());
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CBSphere worldSphere;
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// transform the sphere in WorldMatrix (with nearly good scale info).
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localSphere.applyTransform(worldMatrix, worldSphere);
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// if out of only plane, entirely out.
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for(sint i=0;i<(sint)pyramid.size();i++)
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{
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// We are sure that pyramid has normalized plane normals.
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// if SpherMax OUT return false.
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float d= pyramid[i]*worldSphere.Center;
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if(d>worldSphere.Radius)
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return false;
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}
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return true;
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}
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// ***************************************************************************
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void CSkeletonShape::getAABBox(NLMISC::CAABBox &bbox) const
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{
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bbox= _BBox;
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}
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// ***************************************************************************
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uint CSkeletonShape::getLodForDistance(float dist) const
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{
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uint start=0;
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uint end= (uint)_Lods.size();
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// find lower_bound by dichotomy
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while(end-1>start)
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{
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uint pivot= (end+start)/2;
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// return the lower_bound, ie return first start with _Lods[pivot].Distance<=dist
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if(_Lods[pivot].Distance <= dist)
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start= pivot;
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else
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end= pivot;
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}
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return start;
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}
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} // NL3D
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