cleanup
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@ -40,17 +40,23 @@ namespace osgAnimation
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//to call when a skeleton is reacheable from the rig to prepare technic data
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//to call when a skeleton is reacheable from the rig to prepare technic data
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virtual bool prepareData(RigGeometry&);
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virtual bool prepareData(RigGeometry&);
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class BonePtrWeight: public BoneWeight
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class BonePtrWeight: std::pair< osg::observer_ptr< Bone >, float>
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{
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{
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public:
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public:
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BonePtrWeight(const std::string& name, float weight, Bone *bptr=0) :BoneWeight(name,weight), _boneptr(bptr) {}
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BonePtrWeight(Bone*bone, float weight) :std::pair< osg::observer_ptr< Bone >, float>(bone,weight) {}
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BonePtrWeight(const BonePtrWeight &bw2) : BoneWeight(bw2), _boneptr(bw2._boneptr) {}
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BonePtrWeight(const BonePtrWeight &bw2) : std::pair< osg::observer_ptr< Bone >, float>(bw2.first.get(),bw2.getWeight()) {}
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const Bone * getBonePtr()const{return _boneptr.get();}
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inline const Bone * getBonePtr() const {return first.get();}
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void setBonePtr(Bone*b){_boneptr=b;}
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inline void setBonePtr(Bone*b){first=b;}
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inline const float & getWeight() const {return second;}
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protected:
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inline void setWeight(float b) {second=b;}
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osg::observer_ptr< Bone > _boneptr;
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inline bool operator<(const BonePtrWeight &b1) const{
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if (getBonePtr() < b1.getBonePtr())
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return true;
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else if (getBonePtr() > b1.getBonePtr())
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return false;
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return (getWeight() < b1.getWeight());
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}
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};
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};
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typedef std::vector<BonePtrWeight> BonePtrWeightList;
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typedef std::vector<BonePtrWeight> BonePtrWeightList;
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@ -36,43 +36,8 @@ RigTransformSoftware::RigTransformSoftware(const RigTransformSoftware& rts,const
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}
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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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return (b0.getWeight() < b1.getWeight());
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}
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};
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typedef std::vector<RigTransformSoftware::BonePtrWeight> BonePtrWeightList;
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typedef std::vector<RigTransformSoftware::BonePtrWeight> BonePtrWeightList;
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struct SortByBoneWeightList : public std::less<BonePtrWeightList>
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{
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bool operator()(const BonePtrWeightList& b0,
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const BonePtrWeightList& 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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void RigTransformSoftware::buildMinimumUpdateSet(const BoneMap&boneMap,const RigGeometry&rig ){
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///1 Create Index2Vec<BoneWeight>
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///1 Create Index2Vec<BoneWeight>
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@ -104,7 +69,7 @@ void RigTransformSoftware::buildMinimumUpdateSet(const BoneMap&boneMap,const Rig
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const unsigned int &index = iw.getIndex();
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const unsigned int &index = iw.getIndex();
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float weight = iw.getWeight();
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float weight = iw.getWeight();
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_vertex2Bones[index].push_back(BonePtrWeight(inflist.getBoneName(), weight,bone));
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_vertex2Bones[index].push_back(BonePtrWeight(bone, weight));
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}
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}
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}
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}
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@ -132,15 +97,15 @@ void RigTransformSoftware::buildMinimumUpdateSet(const BoneMap&boneMap,const Rig
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///in order to minimize weighted matrices computation on update
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///in order to minimize weighted matrices computation on update
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_uniqInfluenceSet2VertIDList.clear();
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_uniqInfluenceSet2VertIDList.clear();
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typedef std::map<BonePtrWeightList, VertexGroup, SortByBoneWeightList> UnifyBoneGroup;
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typedef std::map<BonePtrWeightList, VertexGroup> UnifyBoneGroup;
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UnifyBoneGroup unifyBuffer;
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UnifyBoneGroup unifyBuffer;
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vertexID=0;
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vertexID=0;
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;
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;
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for (std::vector<BonePtrWeightList>::iterator it = _vertex2Bones.begin(); it != _vertex2Bones.end(); ++it,++vertexID)
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for (std::vector<BonePtrWeightList>::iterator it = _vertex2Bones.begin(); it != _vertex2Bones.end(); ++it,++vertexID)
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{
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{
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BonePtrWeightList bones = *it;
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BonePtrWeightList &bones = *it;
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// sort the vector to have a consistent key
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// sort the vector to have a consistent key
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std::sort(bones.begin(), bones.end(), SortByNameAndWeight() );
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std::sort(bones.begin(), bones.end() );
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// we use the vector<BoneWeight> as key to differentiate group
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// we use the vector<BoneWeight> as key to differentiate group
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UnifyBoneGroup::iterator result = unifyBuffer.find(bones);
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UnifyBoneGroup::iterator result = unifyBuffer.find(bones);
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if (result != unifyBuffer.end())
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if (result != unifyBuffer.end())
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