OpenSceneGraph/include/osgAnimation/RigTransformHardware
2017-09-04 01:56:43 +02:00

97 lines
3.7 KiB
C++

/* -*-c++-*-
* Copyright (C) 2009 Cedric Pinson <cedric.pinson@plopbyte.net>
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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_RIG_TRANSFORM_HARDWARE
#define OSGANIMATION_RIG_TRANSFORM_HARDWARE 1
#include <osgAnimation/Export>
#include <osgAnimation/RigTransform>
#include <osgAnimation/VertexInfluence>
#include <osgAnimation/Bone>
#include <osg/Matrix>
#include <osg/Array>
#define RIGTRANSHW_DEFAULT_FIRST_VERTATTRIB_TARGETTED 11
namespace osgAnimation
{
class RigGeometry;
/// This class manage format for hardware skinning
class OSGANIMATION_EXPORT RigTransformHardware : public RigTransform
{
public:
RigTransformHardware();
RigTransformHardware(const RigTransformHardware& rth, const osg::CopyOp& copyop);
META_Object(osgAnimation,RigTransformHardware);
typedef std::vector<osg::ref_ptr<osg::Vec4Array> > BoneWeightAttribList;
typedef std::vector<osg::ref_ptr<Bone> > BonePalette;
typedef std::map<std::string, unsigned int> BoneNamePaletteIndex;
typedef std::vector<osg::Matrix> MatrixPalette;
///set the first Vertex Attribute Array index of the rig generated by this technic (default:11)
void setFirstVertexAttributeTarget(unsigned int i){ _minAttribIndex=i;}
unsigned int getFirstVertexAttributeTarget()const { return _minAttribIndex;}
void setShader(osg::Shader* shader) { _shader = shader; }
const osg::Shader* getShader() const { return _shader; }
osg::Shader* getShader() { return _shader; }
osg::Vec4Array* getVertexAttrib(unsigned int index);
unsigned int getNumVertexAttrib() const {return _boneWeightAttribArrays.size();}
const unsigned int &getNumBonesPerVertex() const{ return _bonesPerVertex; }
const unsigned int &getNumVertexes() const { return _nbVertices; }
const BoneNamePaletteIndex& getBoneNameToPalette(){ return _boneNameToPalette; }
const BonePalette& getBonePalette() { return _bonePalette; }
osg::Uniform* getMatrixPaletteUniform() { return _uniformMatrixPalette; }
void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
// update rig if needed
virtual void operator()(RigGeometry&);
// init/reset animations data
virtual bool prepareData(RigGeometry& );
protected:
unsigned int _bonesPerVertex;
unsigned int _nbVertices;
BonePalette _bonePalette;
BoneNamePaletteIndex _boneNameToPalette;
BoneWeightAttribList _boneWeightAttribArrays;
osg::ref_ptr<osg::Uniform> _uniformMatrixPalette;
osg::ref_ptr<osg::Shader> _shader;
bool _needInit;
unsigned int _minAttribIndex;
bool buildPalette(const BoneMap& boneMap ,const RigGeometry& rig);
//on first update
virtual bool init(RigGeometry& );
std::vector<IndexWeightList> _perVertexInfluences;
};
}
#endif