/* -*-c++-*- * Copyright (C) 2008 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. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include osg::Geode* createAxis() { osg::Geode* geode (new osg::Geode()); osg::Geometry* geometry (new osg::Geometry()); osg::Vec3Array* vertices (new osg::Vec3Array()); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 1.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 1.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 1.0)); geometry->setVertexArray (vertices); osg::Vec4Array* colors (new osg::Vec4Array()); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); geometry->setColorArray (colors); geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6)); geode->addDrawable( geometry ); return geode; } osgAnimation::RigGeometry* createTesselatedBox(int nsplit, float size) { osgAnimation::RigGeometry* riggeometry = new osgAnimation::RigGeometry; osg::Geometry* geometry = new osg::Geometry; osg::ref_ptr vertices (new osg::Vec3Array()); osg::ref_ptr colors (new osg::Vec3Array()); geometry->setVertexArray (vertices.get()); geometry->setColorArray (colors.get()); geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX); float step = size / nsplit; float s = 0.5/4.0; for (int i = 0; i < nsplit; i++) { float x = -1 + i * step; std::cout << x << std::endl; vertices->push_back (osg::Vec3 ( x, s, s)); vertices->push_back (osg::Vec3 ( x, -s, s)); vertices->push_back (osg::Vec3 ( x, -s, -s)); vertices->push_back (osg::Vec3 ( x, s, -s)); osg::Vec3 c (0,0,0); c[i%3] = 1; colors->push_back (c); colors->push_back (c); colors->push_back (c); colors->push_back (c); } osg::ref_ptr array = new osg::UIntArray; for (int i = 0; i < nsplit - 1; i++) { int base = i * 4; array->push_back(base); array->push_back(base+1); array->push_back(base+4); array->push_back(base+1); array->push_back(base+5); array->push_back(base+4); array->push_back(base+3); array->push_back(base); array->push_back(base+4); array->push_back(base+7); array->push_back(base+3); array->push_back(base+4); array->push_back(base+5); array->push_back(base+1); array->push_back(base+2); array->push_back(base+2); array->push_back(base+6); array->push_back(base+5); array->push_back(base+2); array->push_back(base+3); array->push_back(base+7); array->push_back(base+6); array->push_back(base+2); array->push_back(base+7); } geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, array->size(), &array->front())); geometry->setUseDisplayList( false ); riggeometry->setSourceGeometry(geometry); return riggeometry; } void initVertexMap(osgAnimation::Bone* b0, osgAnimation::Bone* b1, osgAnimation::Bone* b2, osgAnimation::RigGeometry* geom, osg::Vec3Array* array) { osgAnimation::VertexInfluenceSet vertexesInfluences; osgAnimation::VertexInfluenceMap* vim = new osgAnimation::VertexInfluenceMap; (*vim)[b0->getName()].setName(b0->getName()); (*vim)[b1->getName()].setName(b1->getName()); (*vim)[b2->getName()].setName(b2->getName()); for (int i = 0; i < (int)array->size(); i++) { float val = (*array)[i][0]; std::cout << val << std::endl; if (val >= -1 && val <= 0) (*vim)[b0->getName()].push_back(osgAnimation::VertexIndexWeight(i,1)); else if ( val > 0 && val <= 1) (*vim)[b1->getName()].push_back(osgAnimation::VertexIndexWeight(i,1)); else if ( val > 1) (*vim)[b2->getName()].push_back(osgAnimation::VertexIndexWeight(i,1)); } geom->setInfluenceMap(vim); } int main (int argc, char* argv[]) { osg::ArgumentParser arguments(&argc, argv); osgViewer::Viewer viewer(arguments); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); osg::ref_ptr skelroot = new osgAnimation::Skeleton; skelroot->setDefaultUpdateCallback(); osg::ref_ptr root = new osgAnimation::Bone; root->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(-1,0,0))); root->setName("root"); osgAnimation::UpdateBone* pRootUpdate = new osgAnimation::UpdateBone("root"); pRootUpdate->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate",osg::Vec3(-1,0,0))); root->setUpdateCallback(pRootUpdate); osg::ref_ptr right0 = new osgAnimation::Bone; right0->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0))); right0->setName("right0"); osgAnimation::UpdateBone* pRight0Update = new osgAnimation::UpdateBone("right0"); pRight0Update->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate", osg::Vec3(1,0,0))); pRight0Update->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0,0,1), 0)); right0->setUpdateCallback(pRight0Update); osg::ref_ptr right1 = new osgAnimation::Bone; right1->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(1,0,0))); right1->setName("right1"); osgAnimation::UpdateBone* pRight1Update = new osgAnimation::UpdateBone("right1"); pRight1Update->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate", osg::Vec3(1,0,0))); pRight1Update->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0,0,1), 0)); right1->setUpdateCallback(pRight1Update); root->addChild(right0.get()); right0->addChild(right1.get()); skelroot->addChild(root.get()); osg::Group* scene = new osg::Group; osg::ref_ptr manager = new osgAnimation::BasicAnimationManager; scene->setUpdateCallback(manager.get()); osgAnimation::Animation* anim = new osgAnimation::Animation; { osgAnimation::FloatKeyframeContainer* keys0 = new osgAnimation::FloatKeyframeContainer; keys0->push_back(osgAnimation::FloatKeyframe(0,0)); keys0->push_back(osgAnimation::FloatKeyframe(3,osg::PI_2)); keys0->push_back(osgAnimation::FloatKeyframe(6,osg::PI_2)); osgAnimation::FloatLinearSampler* sampler = new osgAnimation::FloatLinearSampler; sampler->setKeyframeContainer(keys0); osgAnimation::FloatLinearChannel* channel = new osgAnimation::FloatLinearChannel(sampler); channel->setName("rotate"); channel->setTargetName("right0"); anim->addChannel(channel); } { osgAnimation::FloatKeyframeContainer* keys1 = new osgAnimation::FloatKeyframeContainer; keys1->push_back(osgAnimation::FloatKeyframe(0,0)); keys1->push_back(osgAnimation::FloatKeyframe(3,0)); keys1->push_back(osgAnimation::FloatKeyframe(6,osg::PI_2)); osgAnimation::FloatLinearSampler* sampler = new osgAnimation::FloatLinearSampler; sampler->setKeyframeContainer(keys1); osgAnimation::FloatLinearChannel* channel = new osgAnimation::FloatLinearChannel(sampler); channel->setName("rotate"); channel->setTargetName("right1"); anim->addChannel(channel); } manager->registerAnimation(anim); manager->buildTargetReference(); // let's start ! manager->playAnimation(anim); // we will use local data from the skeleton osg::MatrixTransform* rootTransform = new osg::MatrixTransform; rootTransform->setMatrix(osg::Matrix::rotate(osg::PI_2,osg::Vec3(1,0,0))); right0->addChild(createAxis()); right0->setDataVariance(osg::Object::DYNAMIC); right1->addChild(createAxis()); right1->setDataVariance(osg::Object::DYNAMIC); osg::MatrixTransform* trueroot = new osg::MatrixTransform; trueroot->setMatrix(osg::Matrix(root->getMatrixInBoneSpace().ptr())); trueroot->addChild(createAxis()); trueroot->addChild(skelroot.get()); trueroot->setDataVariance(osg::Object::DYNAMIC); rootTransform->addChild(trueroot); scene->addChild(rootTransform); osgAnimation::RigGeometry* geom = createTesselatedBox(4, 4.0); osg::Geode* geode = new osg::Geode; geode->addDrawable(geom); skelroot->addChild(geode); osg::ref_ptr src = dynamic_cast(geom->getSourceGeometry()->getVertexArray()); geom->getOrCreateStateSet()->setMode(GL_LIGHTING, false); geom->setDataVariance(osg::Object::DYNAMIC); initVertexMap(root.get(), right0.get(), right1.get(), geom, src.get()); // let's run ! viewer.setSceneData( scene ); viewer.realize(); while (!viewer.done()) { viewer.frame(); } osgDB::writeNodeFile(*scene, "skinning.osg"); return 0; }