remove default order for BoneWeight and restore old sort func (behaviors differs)
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@ -127,9 +127,9 @@ namespace osgAnimation
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template <class V> void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
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{
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// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
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for(VertexGroupSet::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
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for(VertexGroupList::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
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{
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VertexGroup& uniq = itvg->second;
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VertexGroup& uniq = *itvg;
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uniq.computeMatrixForVertexSet();
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osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
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@ -145,9 +145,9 @@ namespace osgAnimation
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template <class V> void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
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{
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for(VertexGroupSet::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
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for(VertexGroupList::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
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{
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VertexGroup& uniq = itvg->second;
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VertexGroup& uniq = *itvg;
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uniq.computeMatrixForVertexSet();
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osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
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@ -165,10 +165,9 @@ namespace osgAnimation
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std::map<std::string,bool> _invalidInfluence;
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typedef std::vector<BonePtrWeight> BoneWeightList;
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typedef std::map<BoneWeightList, VertexGroup> VertexGroupSet;
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typedef std::vector<VertexGroup> VertexGroupList;
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VertexGroupSet _uniqInfluenceSet2VertIDList;
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VertexGroupList _uniqInfluenceSet2VertIDList;
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void buildMinimumUpdateSet(const BoneMap&boneMap,const RigGeometry&rig );
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};
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@ -32,11 +32,6 @@ namespace osgAnimation
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inline void setBoneName(const std::string&s){first=s;}
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inline const float &getWeight()const{return second;}
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inline void setWeight(float i){second=i;}
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///default invweight ordered
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bool operator <(const BoneWeight&o)const{
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if(getWeight()>o.getWeight()) return true;
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if(getWeight()<o.getWeight()) return false;
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return getBoneName()<o.getBoneName();}
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};
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// first is vertex index, and second the weight
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struct IndexWeight: public std::pair<unsigned int, float>
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@ -35,6 +35,46 @@ RigTransformSoftware::RigTransformSoftware(const RigTransformSoftware& rts,const
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}
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// sort by name and weight
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struct SortByNameAndWeight : public std::less<RigTransformSoftware::BonePtrWeight>
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{
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bool operator()(const RigTransformSoftware::BonePtrWeight& b0,
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const RigTransformSoftware::BonePtrWeight& b1) const
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{
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if (b0.getBoneName() < b1.getBoneName())
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return true;
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else if (b0.getBoneName() > b1.getBoneName())
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return false;
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if (b0.getWeight() < b1.getWeight())
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return true;
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return false;
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}
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};
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typedef std::vector<RigTransformSoftware::BonePtrWeight> BoneWeightList;
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struct SortByBoneWeightList : public std::less<BoneWeightList>
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{
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bool operator()(const BoneWeightList& b0,
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const BoneWeightList& b1) const
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{
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if (b0.size() < b1.size())
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return true;
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else if (b0.size() > b1.size())
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return false;
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int size = b0.size();
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for (int i = 0; i < size; i++)
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{
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if (SortByNameAndWeight()(b0[i], b1[i]))
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return true;
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else if (SortByNameAndWeight()(b1[i], b0[i]))
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return false;
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}
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return false;
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}
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};
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void RigTransformSoftware::buildMinimumUpdateSet(const BoneMap&boneMap,const RigGeometry&rig ){
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///1 Create Index2Vec<BoneWeight>
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@ -93,18 +133,24 @@ void RigTransformSoftware::buildMinimumUpdateSet(const BoneMap&boneMap,const Rig
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///2 Create inverse mapping Vec<BoneWeight>2Vec<Index> from previous built Index2Vec<BoneWeight>
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///in order to minimize weighted matrices computation on update
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_uniqInfluenceSet2VertIDList.clear();
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typedef std::map<BoneWeightList, VertexGroup, SortByBoneWeightList> UnifyBoneGroup;
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UnifyBoneGroup unifyBuffer;
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vertexID=0;
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for (std::vector<BoneWeightList>::iterator it = _vertex2Bones.begin(); it != _vertex2Bones.end(); ++it,++vertexID)
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{
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BoneWeightList& bones = *it;
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// sort the vector to have a consistent key
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std::sort(bones.begin(), bones.end());
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std::sort(bones.begin(), bones.end(), SortByNameAndWeight() );
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// we use the vector<BoneWeight> as key to differentiate group
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VertexGroupSet::iterator result = _uniqInfluenceSet2VertIDList.find(bones);
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if (result == _uniqInfluenceSet2VertIDList.end())
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_uniqInfluenceSet2VertIDList[bones].getBoneWeights()=bones;
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_uniqInfluenceSet2VertIDList[bones].getVertexes().push_back(vertexID);
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UnifyBoneGroup::iterator result = unifyBuffer.find(bones);
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if (result == unifyBuffer.end())
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unifyBuffer[bones].getBoneWeights()=bones;
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unifyBuffer[bones].getVertexes().push_back(vertexID);
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}
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_uniqInfluenceSet2VertIDList.reserve(unifyBuffer.size());
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for (UnifyBoneGroup::iterator it = unifyBuffer.begin(); it != unifyBuffer.end(); ++it)
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_uniqInfluenceSet2VertIDList.push_back(it->second);
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OSG_DEBUG << "uniq groups " << _uniqInfluenceSet2VertIDList.size() << " for " << rig.getName() << std::endl;
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}
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