OpenSceneGraph/src/osgAnimation/Skeleton.cpp

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/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@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>
using namespace osgAnimation;
struct computeBindMatrixVisitor : public osg::NodeVisitor
{
osg::Matrix _skeleton;
computeBindMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return ;}
void apply(osg::Transform& node)
{
Bone* bone = dynamic_cast<Bone*>(&node);
if (!bone)
return;
bone->computeBindMatrix();
traverse(node);
}
};
struct updateMatrixVisitor : public osg::NodeVisitor
{
osg::Matrix _skeleton;
updateMatrixVisitor(): 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;
Bone* parent = bone->getBoneParent();
if (bone->needToComputeBindMatrix())
{
computeBindMatrixVisitor visitor;
bone->accept(visitor);
}
if (parent)
bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace() * bone->getBoneParent()->getMatrixInSkeletonSpace());
else
bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace());
traverse(node);
}
};
void Skeleton::UpdateSkeleton::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Skeleton* b = dynamic_cast<Skeleton*>(node);
if (b)
{
// apply the updater only on the root bone, The udpateMatrixVisitor will
// traverse only bone and will update only bone. Then we continu on the classic
// process. It's important to update Bone before other things because the update
// of RigGeometry need it
updateMatrixVisitor visitor;
b->accept(visitor);
}
}
traverse(node,nv);
}
Skeleton::Skeleton()
{
}
void Skeleton::setDefaultUpdateCallback()
{
setUpdateCallback(new Skeleton::UpdateSkeleton );
}