OpenSceneGraph/src/osgAnimation/Skeleton.cpp

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/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#include <osgAnimation/Skeleton>
#include <osgAnimation/Bone>
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#include <osg/Notify>
using namespace osgAnimation;
Skeleton::Skeleton() {}
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Skeleton::Skeleton(const Skeleton& b, const osg::CopyOp& copyop) : osg::MatrixTransform(b,copyop) {}
Skeleton::UpdateSkeleton::UpdateSkeleton() : _needValidate(true) {}
Skeleton::UpdateSkeleton::UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop) :
osg::Object(us, copyop),
osg::NodeCallback(us, copyop)
{
_needValidate = true;
}
bool Skeleton::UpdateSkeleton::needToValidate() const
{
return _needValidate;
}
class ValidateSkeletonVisitor : public osg::NodeVisitor
{
public:
ValidateSkeletonVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return; }
void apply(osg::Transform& node)
{
// the idea is to traverse the skeleton or bone but to stop if other node is found
Bone* bone = dynamic_cast<Bone*>(&node);
if (!bone)
return;
bool foundNonBone = false;
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for (unsigned int i = 0; i < bone->getNumChildren(); ++i)
{
if (dynamic_cast<Bone*>(bone->getChild(i)))
{
if (foundNonBone)
{
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OSG_WARN <<
"Warning: a Bone was found after a non-Bone child "
"within a Skeleton. Children of a Bone must be ordered "
"with all child Bones first for correct update order." << std::endl;
setTraversalMode(TRAVERSE_NONE);
return;
}
}
else
{
foundNonBone = true;
}
}
traverse(node);
}
};
void Skeleton::UpdateSkeleton::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Skeleton* skeleton = dynamic_cast<Skeleton*>(node);
if (_needValidate && skeleton)
{
ValidateSkeletonVisitor visitor;
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for (unsigned int i = 0; i < skeleton->getNumChildren(); ++i)
{
osg::Node* child = skeleton->getChild(i);
child->accept(visitor);
}
_needValidate = false;
}
}
traverse(node,nv);
}
void Skeleton::setDefaultUpdateCallback()
{
setUpdateCallback(new Skeleton::UpdateSkeleton );
}