95 lines
3.0 KiB
C++
95 lines
3.0 KiB
C++
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library 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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* OpenSceneGraph Public License for more details.
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*/
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#include <osgAnimation/Skeleton>
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#include <osgAnimation/Bone>
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using namespace osgAnimation;
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struct computeBindMatrixVisitor : public osg::NodeVisitor
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{
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osg::Matrix _skeleton;
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computeBindMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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void apply(osg::Node& node) { return ;}
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void apply(osg::Transform& node)
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{
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Bone* bone = dynamic_cast<Bone*>(&node);
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if (!bone)
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return;
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bone->computeBindMatrix();
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traverse(node);
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}
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};
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struct updateMatrixVisitor : public osg::NodeVisitor
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{
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osg::Matrix _skeleton;
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updateMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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void apply(osg::Node& node) { return ;}
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void apply(osg::Transform& node)
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{
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// the idea is to traverse the skeleton or bone but to stop if other node is found
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Bone* bone = dynamic_cast<Bone*>(&node);
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if (!bone)
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return;
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Bone* parent = bone->getBoneParent();
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if (bone->needToComputeBindMatrix())
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{
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computeBindMatrixVisitor visitor;
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bone->accept(visitor);
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}
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if (parent)
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bone->_boneInSkeletonSpace = bone->getMatrixInBoneSpace() * bone->getBoneParent()->getMatrixInSkeletonSpace();
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else
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bone->_boneInSkeletonSpace = bone->getMatrixInBoneSpace();// * _skeleton;
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traverse(node);
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}
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};
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void Skeleton::UpdateCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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Skeleton* b = dynamic_cast<Skeleton*>(node);
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if (b)
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{
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// apply the updater only on the root bone, The udpateMatrixVisitor will
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// traverse only bone and will update only bone. Then we continu on the classic
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// process. It's important to update Bone before other things because the update
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// of RigGeometry need it
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updateMatrixVisitor visitor;
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#if 0
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visitor._skeleton = b->getMatrix();
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int numChildren = b->getNumChildren();
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for (int i = 0; i < numChildren; i++)
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{
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b->getChild(i)->accept(visitor);
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}
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#else
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b->accept(visitor);
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#endif
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}
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}
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traverse(node,nv);
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}
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Skeleton::Skeleton()
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{
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setUpdateCallback(new UpdateCallback());
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}
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