From Cedric Pinson, Fix Skeleton to compute correctly bind matrix, fix compile issue on osganimationhardware after fixing Skeleton

This commit is contained in:
Cedric Pinson 2009-11-13 13:39:21 +00:00
parent cd2d69506b
commit 5842677662
2 changed files with 37 additions and 20 deletions

View File

@ -1,5 +1,5 @@
/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
* 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
@ -12,12 +12,11 @@
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_SKELETON_H
#define OSGANIMATION_SKELETON_H
#ifndef OSGANIMATION_SKELETON
#define OSGANIMATION_SKELETON 1
#include <osg/MatrixTransform>
#include <osgAnimation/Bone>
#include <osgAnimation/Export>
#include <osgAnimation/Bone>
namespace osgAnimation
{
@ -31,18 +30,19 @@ namespace osgAnimation
{
public:
META_Object(osgAnimation, UpdateSkeleton);
UpdateSkeleton() : _needValidate(true) {}
UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop) { _needValidate = true;}
UpdateSkeleton();
UpdateSkeleton(const UpdateSkeleton&, const osg::CopyOp&);
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
bool needToValidate() const;
protected:
bool _needValidate;
};
Skeleton(const Skeleton& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : Bone(b,copyop) {}
Skeleton();
void setDefaultUpdateCallback(void);
void computeBindMatrix() { _invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace); _needToRecomputeBindMatrix = false; }
Skeleton(const Skeleton&, const osg::CopyOp&);
void setDefaultUpdateCallback();
void computeBindMatrix();
};
}

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@ -17,6 +17,20 @@
using namespace osgAnimation;
Skeleton::Skeleton() {}
Skeleton::Skeleton(const Skeleton& b, const osg::CopyOp& copyop) : Bone(b,copyop) {}
Skeleton::UpdateSkeleton::UpdateSkeleton() : _needValidate(true) {}
Skeleton::UpdateSkeleton::UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop)
{
_needValidate = true;
}
bool Skeleton::UpdateSkeleton::needToValidate() const
{
return _needValidate;
}
class ValidateSkeletonVisitor : public osg::NodeVisitor
{
public:
@ -56,25 +70,28 @@ public:
void Skeleton::UpdateSkeleton::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (_needValidate && nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Skeleton* b = dynamic_cast<Skeleton*>(node);
if (b)
Skeleton* skeleton = dynamic_cast<Skeleton*>(node);
if (_needValidate && skeleton)
{
ValidateSkeletonVisitor visitor;
node->accept(visitor);
_needValidate = false;
}
_needValidate = false;
if (skeleton->needToComputeBindMatrix())
skeleton->computeBindMatrix();
}
traverse(node,nv);
}
Skeleton::Skeleton()
{
}
void Skeleton::setDefaultUpdateCallback()
{
setUpdateCallback(new Skeleton::UpdateSkeleton );
}
void Skeleton::computeBindMatrix()
{
_invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace);
_needToRecomputeBindMatrix = false;
}