/* -*-c++-*- * Copyright (C) 2009 Cedric Pinson * * 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. */ #ifndef OSGANIMATION_RIGTRANSFORM_SOFTWARE #define OSGANIMATION_RIGTRANSFORM_SOFTWARE 1 #include #include #include #include #include namespace osgAnimation { class RigGeometry; /// This class manage format for software skinning class OSGANIMATION_EXPORT RigTransformSoftware : public RigTransform { public: RigTransformSoftware(); RigTransformSoftware(const RigTransformSoftware& rts,const osg::CopyOp& copyop); META_Object(osgAnimation,RigTransformSoftware) virtual void operator()(RigGeometry&); class BoneWeight { public: BoneWeight(Bone* bone, float weight) : _bone(bone), _weight(weight) {} const Bone* getBone() const { return _bone.get(); } float getWeight() const { return _weight; } void setWeight(float w) { _weight = w; } protected: osg::observer_ptr _bone; float _weight; }; typedef std::vector BoneWeightList; typedef std::vector VertexList; class UniqBoneSetVertexSet { public: BoneWeightList& getBones() { return _bones; } VertexList& getVertexes() { return _vertexes; } void resetMatrix() { _result.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1); } void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight) { osg::Matrix m = invBindMatrix * matrix; osg::Matrix::value_type* ptr = m.ptr(); osg::Matrix::value_type* ptrresult = _result.ptr(); ptrresult[0] += ptr[0] * weight; ptrresult[1] += ptr[1] * weight; ptrresult[2] += ptr[2] * weight; ptrresult[4] += ptr[4] * weight; ptrresult[5] += ptr[5] * weight; ptrresult[6] += ptr[6] * weight; ptrresult[8] += ptr[8] * weight; ptrresult[9] += ptr[9] * weight; ptrresult[10] += ptr[10] * weight; ptrresult[12] += ptr[12] * weight; ptrresult[13] += ptr[13] * weight; ptrresult[14] += ptr[14] * weight; } void computeMatrixForVertexSet() { if (_bones.empty()) { osg::notify(osg::WARN) << this << " RigTransformSoftware::UniqBoneSetVertexSet no bones found" << std::endl; _result = osg::Matrix::identity(); return; } resetMatrix(); int size = _bones.size(); for (int i = 0; i < size; i++) { const Bone* bone = _bones[i].getBone(); if (!bone) { osg::notify(osg::WARN) << this << " RigTransformSoftware::computeMatrixForVertexSet Warning a bone is null, skip it" << std::endl; continue; } const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace(); const osg::Matrix& matrix = bone->getMatrixInSkeletonSpace(); osg::Matrix::value_type w = _bones[i].getWeight(); accummulateMatrix(invBindMatrix, matrix, w); } } const osg::Matrix& getMatrix() const { return _result;} protected: BoneWeightList _bones; VertexList _vertexes; osg::Matrix _result; }; template void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst) { // the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation int size = _boneSetVertexSet.size(); for (int i = 0; i < size; i++) { UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i]; uniq.computeMatrixForVertexSet(); osg::Matrix matrix = transform * uniq.getMatrix() * invTransform; const VertexList& vertexes = uniq.getVertexes(); int vertexSize = vertexes.size(); for (int j = 0; j < vertexSize; j++) { int idx = vertexes[j]; dst[idx] = src[idx] * matrix; } } } template void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst) { int size = _boneSetVertexSet.size(); for (int i = 0; i < size; i++) { UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i]; uniq.computeMatrixForVertexSet(); osg::Matrix matrix = transform * uniq.getMatrix() * invTransform; const VertexList& vertexes = uniq.getVertexes(); int vertexSize = vertexes.size(); for (int j = 0; j < vertexSize; j++) { int idx = vertexes[j]; dst[idx] = osg::Matrix::transform3x3(src[idx],matrix); } } } protected: bool init(RigGeometry&); void initVertexSetFromBones(const BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence); std::vector _boneSetVertexSet; bool _needInit; std::map _invalidInfluence; }; } #endif