168 lines
6.0 KiB
C++
168 lines
6.0 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@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_SKINNING_H
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#define OSGANIMATION_SKINNING_H
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#include <iostream>
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#include <vector>
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#include <map>
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#include <string>
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#include <algorithm>
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#include <osgAnimation/Assert>
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#include <osgAnimation/VertexInfluence>
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#include <osgAnimation/Bone>
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#include <osg/Matrix>
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#include <osg/Vec3>
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#include <osg/Quat>
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namespace osgAnimation
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{
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class TransformVertexFunctor
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{
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public:
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typedef osg::Matrix MatrixType;
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typedef osgAnimation::Bone BoneType;
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typedef Bone::BoneMap BoneMap;
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class BoneWeight
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{
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public:
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BoneWeight(BoneType* bone, float weight) : _bone(bone), _weight(weight) {}
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const BoneType* getBone() const { return &(*_bone); }
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float getWeight() const { return _weight; }
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protected:
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osg::ref_ptr<BoneType> _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 computeMatrixForVertexSet()
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{
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if (_bones.empty())
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{
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osg::notify(osg::WARN) << "TransformVertexFunctor::UniqBoneSetVertexSet no bones found" << std::endl;
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_result = MatrixType::identity();
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return;
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}
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_result = MatrixType(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, 0);
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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 BoneType* bone = _bones[i].getBone();
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const MatrixType& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
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const MatrixType& matrix = bone->getMatrixInSkeletonSpace();
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double w = _bones[i].getWeight();
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_result = _result + ( (invBindMatrix * matrix ) * w);
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}
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}
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const MatrixType& 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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MatrixType _result;
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};
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void init(const BoneMap& map, const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSetList& influence)
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{
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_boneSetVertexSet.clear();
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int size = influence.size();
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_boneSetVertexSet.resize(size);
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for (int i = 0; i < size; i++)
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{
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const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSet& inf = influence[i];
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int nbBones = inf.getBones().size();
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for (int b = 0; b < nbBones; b++)
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{
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const std::string& bname = inf.getBones()[b].getBoneName();
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float weight = inf.getBones()[b].getWeight();
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if (map.find(bname) == map.end())
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{
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std::cerr << "Warning TransformVertexFunctor Bone " << bname << " not found, skip the influence group " <<bname << std::endl;
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continue;
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}
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BoneMap::const_iterator it = map.find(bname);
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if (it == map.end())
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std::cerr << "Warning TransformVertexFunctor does not find bone " << bname << " in the map" << std::endl;
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BoneType* bone = it->second.get();
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_boneSetVertexSet[i].getBones().push_back(BoneWeight(bone, weight));
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}
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_boneSetVertexSet[i].getVertexes() = inf.getVertexes();
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}
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}
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template <class V> void compute(const V* src, V* dst)
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{
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OSGANIMATION_ASSERT(src != dst);
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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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const MatrixType& matrix = uniq.getMatrix();
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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 compute(const MatrixType& transform, const MatrixType& invTransform, const V* src, V* dst)
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{
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OSGANIMATION_ASSERT(src != dst);
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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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MatrixType 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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protected:
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std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;
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};
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}
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#endif
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