OpenSceneGraph/include/osgAnimation/Skinning

168 lines
6.0 KiB
C++

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