osgAnimation. It's been tested with the majority of the samples in the
COLLADA test repository and works with all of them either as well as, or
better than, the version of the plugin currently in SVN.
Known issue: vertex animation (AKA morphing) doesn't work at present,
but that's a relatively unpopular method of animating so it's not high
on my priority list."
Follow up email:
"I've been informed that the previous DAE submission didn't build on
unix, so here's the submission again with the fixes. Thanks to Gregory Potdevin and Benjamin Bozou.
Also, my apologies to Roland for not crediting his part in making DAE
animation happen, my work was indeed built on top of his work. Thanks
also to Marius Heise and of course Cedric Pinson."
Changes by Robert Osfield, fixed compile issues when compile without C* automatic conversion enabled in ref_ptr<>
and constructor initialization fixes to address some warnings under gcc.
set.
The optimization is based on the observation that matrix matrix multiplication
with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a
transform, or scale matrix is only 4^2 operations. Which is a gain of a
*FACTOR*4* for these special cases.
The change implements these special cases, provides a unit test for these
implementation and converts uses of the expensiver dense matrix matrix
routine with the specialized versions.
Depending on the transform nodes in the scenegraph this change gives a
noticable improovement.
For example the osgforest code using the MatrixTransform is about 20% slower
than the same codepath using the PositionAttitudeTransform instead of the
MatrixTransform with this patch applied.
If I remember right, the sse type optimizations did *not* provide a factor 4
improovement. Also these changes are totally independent of any cpu or
instruction set architecture. So I would prefer to have this current kind of
change instead of some hand coded and cpu dependent assembly stuff. If we
need that hand tuned stuff, these can go on top of this changes which must
provide than hand optimized additional variants for the specialized versions
to give a even better result in the end.
An other change included here is a change to rotation matrix from quaterion
code. There is a sqrt call which couold be optimized away. Since we divide in
effect by sqrt(length)*sqrt(length) which is just length ...
"
matrixd. It was returning the values of the diagonal
of the matrix, which only returns the scale if there
is not a rotation. I fixed this by returning the
length of the vectors that form the basis.
I also added a function to orthonormalize the
rotation component of the matrix. I seem to always run
into situations where non uniform (or even uniform)
scale complicate my calculations, and I thought other
members of the community could use this function as
well."
Made Matrix be a typedef to either Matrixf or Matrixd. Defaults to Matrixf.
Converted the osgGA::MatrixManipulators and osgProducer::Viewer/OsgCameraGroup
across to using exclusively Matrixd for internal computations and passing betwen
Manipulators, Producer and SceneView. Note, SceneView still uses Matrix internally
so will depend on what is set as the default in include/osg/Matrix.
Added the ability to osgProducer::setDone/getDone(), kept done() as the
method that the viewer main loop uses for detecting the exit condition.