8454d414a8
* Refactore of RigGeometry to support hardware skinning * Refactore of Timeline to split Action in differents files * Add example how to use hardware skinning
169 lines
6.1 KiB
C++
169 lines
6.1 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2009 Cedric Pinson <cedric.pinson@plopbyte.net>
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H
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#define OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H 1
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#include <osgAnimation/Export>
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#include <osgAnimation/RigTransform>
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#include <osgAnimation/Bone>
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namespace osgAnimation
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{
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class RigGeometry;
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/// This class manage format for hardware skinning
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class OSGANIMATION_EXPORT RigTransformSoftware : public RigTransform
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{
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public:
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virtual bool init(RigGeometry&);
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virtual void update(RigGeometry&);
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class BoneWeight
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{
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public:
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BoneWeight(Bone* bone, float weight) : _bone(bone), _weight(weight) {}
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const Bone* getBone() const { return _bone.get(); }
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float getWeight() const { return _weight; }
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void setWeight(float w) { _weight = w; }
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protected:
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osg::observer_ptr<Bone> _bone;
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float _weight;
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};
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typedef std::vector<BoneWeight> BoneWeightList;
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typedef std::vector<int> VertexList;
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class UniqBoneSetVertexSet
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{
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public:
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BoneWeightList& getBones() { return _bones; }
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VertexList& getVertexes() { return _vertexes; }
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void resetMatrix()
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{
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_result.set(0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 1);
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}
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void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
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{
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osg::Matrix m = invBindMatrix * matrix;
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osg::Matrix::value_type* ptr = m.ptr();
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osg::Matrix::value_type* ptrresult = _result.ptr();
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ptrresult[0] += ptr[0] * weight;
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ptrresult[1] += ptr[1] * weight;
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ptrresult[2] += ptr[2] * weight;
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ptrresult[4] += ptr[4] * weight;
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ptrresult[5] += ptr[5] * weight;
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ptrresult[6] += ptr[6] * weight;
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ptrresult[8] += ptr[8] * weight;
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ptrresult[9] += ptr[9] * weight;
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ptrresult[10] += ptr[10] * weight;
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ptrresult[12] += ptr[12] * weight;
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ptrresult[13] += ptr[13] * weight;
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ptrresult[14] += ptr[14] * weight;
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}
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void computeMatrixForVertexSet()
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{
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if (_bones.empty())
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{
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osg::notify(osg::WARN) << "RigTransformSoftware::UniqBoneSetVertexSet no bones found" << std::endl;
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_result = osg::Matrix::identity();
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return;
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}
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resetMatrix();
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int size = _bones.size();
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for (int i = 0; i < size; i++)
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{
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const Bone* bone = _bones[i].getBone();
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const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
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const osg::Matrix& matrix = bone->getMatrixInSkeletonSpace();
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osg::Matrix::value_type w = _bones[i].getWeight();
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accummulateMatrix(invBindMatrix, matrix, w);
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}
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}
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const osg::Matrix& getMatrix() const { return _result;}
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protected:
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BoneWeightList _bones;
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VertexList _vertexes;
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osg::Matrix _result;
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};
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template <class V> void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
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{
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// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
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int size = _boneSetVertexSet.size();
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for (int i = 0; i < size; i++)
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{
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UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
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uniq.computeMatrixForVertexSet();
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osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
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const VertexList& vertexes = uniq.getVertexes();
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int vertexSize = vertexes.size();
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for (int j = 0; j < vertexSize; j++)
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{
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int idx = vertexes[j];
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dst[idx] = src[idx] * matrix;
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}
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}
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}
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template <class V> void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
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{
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int size = _boneSetVertexSet.size();
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for (int i = 0; i < size; i++)
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{
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UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
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uniq.computeMatrixForVertexSet();
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osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
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const VertexList& vertexes = uniq.getVertexes();
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int vertexSize = vertexes.size();
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for (int j = 0; j < vertexSize; j++)
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{
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int idx = vertexes[j];
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dst[idx] = osg::Matrix::transform3x3(src[idx],matrix);
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}
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}
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}
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const std::vector<osg::Vec3>& getPositionSource() const { return _positionSource;}
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const std::vector<osg::Vec3>& getNormalSource() const { return _normalSource;}
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protected:
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void initVertexSetFromBones(const Bone::BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence);
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std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;
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std::vector<osg::Vec3> _positionSource;
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std::vector<osg::Vec3> _normalSource;
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};
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}
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#endif
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