コード例 #1
0
ファイル: corebone.cpp プロジェクト: bsmr-opengl/cal3d
void CalCoreBone::calculateBoundingBox(CalCoreModel * pCoreModel)
{
   int boneId = m_pCoreSkeleton->getCoreBoneId(m_strName);
   bool bBoundsComputed = false;
   
   initBoundingBox();
   
   int meshId;
   for(meshId=0; meshId < pCoreModel->getCoreMeshCount(); ++meshId)
   {
       CalCoreMesh * pCoreMesh = pCoreModel->getCoreMesh(meshId);

       int submeshId;
       for(submeshId=0;submeshId<pCoreMesh->getCoreSubmeshCount();submeshId++)
       {
         CalCoreSubmesh *pCoreSubmesh = pCoreMesh->getCoreSubmesh(submeshId);

         if(pCoreSubmesh->getSpringCount()==0)
         {
            std::vector<CalCoreSubmesh::Vertex>& vectorVertex =  pCoreSubmesh->getVectorVertex();
            for(size_t vertexId=0;vertexId <vectorVertex.size(); ++vertexId)
            {
               for(size_t influenceId=0;influenceId<vectorVertex[vertexId].vectorInfluence.size();++influenceId)
               {
                  CalCoreSubmesh::Influence &influence = vectorVertex[vertexId].vectorInfluence[influenceId];
                  if(influence.boneId == boneId && influence.weight > 0.5f)
                  {
                     const bool updated = updateBoundingBox(vectorVertex[vertexId].position);
                     bBoundsComputed = bBoundsComputed || updated;
                  }
               }
            }   
         }
      }
   }

   // To handle bones with no vertices assigned (do not "optimize" this code away!)
   if(!bBoundsComputed)
   {
      for(int planeId = 0; planeId < 6; ++planeId)
      {
         m_boundingBox.plane[planeId].setPosition(m_translation);
         m_boundingPosition[planeId] = m_translation;
      }
   }

   m_boundingBoxPrecomputed = true;
}
コード例 #2
0
ファイル: corebone.cpp プロジェクト: AAnguix/TTOD_Engine
void CalCoreBone::calculateBoundingBox(CalCoreModel * pCoreModel)
{
   int boneId =  m_pCoreSkeleton->getCoreBoneId(m_strName);
   bool bBoundsComputed=false;
   int planeId;
   
   CalQuaternion rot;
   rot=m_rotationBoneSpace;   
  
   rot.invert();
   
   CalVector dir = CalVector(1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[0].setNormal(dir);

   dir = CalVector(-1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[1].setNormal(dir);

   dir = CalVector(0.0f,1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[2].setNormal(dir);

   dir = CalVector(0.0f,-1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[3].setNormal(dir);

   dir = CalVector(0.0f,0.0f,1.0f);
   dir*=rot;
   m_boundingBox.plane[4].setNormal(dir);

   dir = CalVector(0.0f,0.0f,-1.0f);
   dir*=rot;
   m_boundingBox.plane[5].setNormal(dir);
   
   int meshId;
   for(meshId=0; meshId < pCoreModel->getCoreMeshCount(); ++meshId)
   {
       CalCoreMesh * pCoreMesh = pCoreModel->getCoreMesh(meshId);
	   
       int submeshId;
       for(submeshId=0;submeshId<pCoreMesh->getCoreSubmeshCount();submeshId++)
       {
		   CalCoreSubmesh *pCoreSubmesh = pCoreMesh->getCoreSubmesh(submeshId);
		   
		   if(pCoreSubmesh->getSpringCount()==0)
		   {
			   
			   std::vector<CalCoreSubmesh::Vertex>& vectorVertex =  pCoreSubmesh->getVectorVertex();
			   for(size_t vertexId=0;vertexId <vectorVertex.size(); ++vertexId)
			   {
				   for(size_t influenceId=0;influenceId<vectorVertex[vertexId].vectorInfluence.size();++influenceId)
				   {
					   if(vectorVertex[vertexId].vectorInfluence[influenceId].boneId == boneId && vectorVertex[vertexId].vectorInfluence[influenceId].weight > 0.5f)
					   {						   
						   for(planeId = 0; planeId < 6; ++planeId)
						   {
							   if(m_boundingBox.plane[planeId].eval(vectorVertex[vertexId].position) < 0.0f)
							   {
								   m_boundingBox.plane[planeId].setPosition(vectorVertex[vertexId].position);
								   m_boundingPosition[planeId]=vectorVertex[vertexId].position;
								   bBoundsComputed=true;
							   }
						   }
					   }
				   }
			   }	
		   }
	   }
   }

   // To handle bones with no vertices assigned 
   if(!bBoundsComputed) 
   { 
	   for(planeId = 0; planeId < 6; ++planeId) 
	   { 
		   m_boundingBox.plane[planeId].setPosition(m_translation); 
		   m_boundingPosition[planeId] = m_translation; 
	   } 
   } 
   
   m_boundingBoxPrecomputed = true;
}
コード例 #3
0
ファイル: coreskeleton.cpp プロジェクト: bsmr-opengl/cal3d
void CalCoreSkeleton::calculateBoundingBoxes(CalCoreModel *pCoreModel)
{
	size_t boneId;
	
	// First, find out whether all the bounding boxes have already been precomputed.
	// If so, we can bail out early.
	bool	alreadyComputed = true;
	for(boneId=0;boneId<m_vectorCoreBone.size();++boneId)
	{
		if (! m_vectorCoreBone[boneId]->isBoundingBoxPrecomputed())
		{
			alreadyComputed = false;
			break;
		}
	}
	if (alreadyComputed)
	{
		return;
	}
	
	// Initialize all bounding boxes empty.
	for(boneId=0;boneId<m_vectorCoreBone.size();++boneId)
	{
		m_vectorCoreBone[boneId]->initBoundingBox();
	}
	
	// Loop over all vertices updating bounding boxes.
	for(int meshId=0; meshId < pCoreModel->getCoreMeshCount(); ++meshId)
	{
		CalCoreMesh * pCoreMesh = pCoreModel->getCoreMesh(meshId);
		
		for(int submeshId=0;submeshId<pCoreMesh->getCoreSubmeshCount();submeshId++)
		{
			CalCoreSubmesh *pCoreSubmesh = pCoreMesh->getCoreSubmesh(submeshId);
			
			if(pCoreSubmesh->getSpringCount()==0)
			{
				std::vector<CalCoreSubmesh::Vertex>& vectorVertex =
					pCoreSubmesh->getVectorVertex();
				
				for(size_t vertexId=0;vertexId <vectorVertex.size(); ++vertexId)
				{
					for(size_t influenceId=0;
						influenceId < vectorVertex[vertexId].vectorInfluence.size();
						++influenceId)
					{
						if (vectorVertex[vertexId].vectorInfluence[influenceId].weight > 0.5f)
						{
							boneId = vectorVertex[vertexId].vectorInfluence[influenceId].boneId;
							
							m_vectorCoreBone[boneId]->updateBoundingBox(
								vectorVertex[vertexId].position );
							
							break;	// there can be at most one bone with majority influence
						}
					}
				}
			}
		}
	}

	// Mark bounding boxes as computed.
	for(boneId=0;boneId<m_vectorCoreBone.size();++boneId)
	{
		m_vectorCoreBone[boneId]->setBoundingBoxPrecomputed( true );
	}
}