22eae68e48
set. The optimization is based on the observation that matrix matrix multiplication with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a transform, or scale matrix is only 4^2 operations. Which is a gain of a *FACTOR*4* for these special cases. The change implements these special cases, provides a unit test for these implementation and converts uses of the expensiver dense matrix matrix routine with the specialized versions. Depending on the transform nodes in the scenegraph this change gives a noticable improovement. For example the osgforest code using the MatrixTransform is about 20% slower than the same codepath using the PositionAttitudeTransform instead of the MatrixTransform with this patch applied. If I remember right, the sse type optimizations did *not* provide a factor 4 improovement. Also these changes are totally independent of any cpu or instruction set architecture. So I would prefer to have this current kind of change instead of some hand coded and cpu dependent assembly stuff. If we need that hand tuned stuff, these can go on top of this changes which must provide than hand optimized additional variants for the specialized versions to give a even better result in the end. An other change included here is a change to rotation matrix from quaterion code. There is a sqrt call which couold be optimized away. Since we divide in effect by sqrt(length)*sqrt(length) which is just length ... "
315 lines
11 KiB
C++
315 lines
11 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
|
|
*
|
|
* 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 OSG_ANIMATIONPATH
|
|
#define OSG_ANIMATIONPATH 1
|
|
|
|
#include <map>
|
|
#include <istream>
|
|
#include <float.h>
|
|
|
|
#include <osg/Matrixf>
|
|
#include <osg/Matrixd>
|
|
#include <osg/Quat>
|
|
#include <osg/NodeCallback>
|
|
|
|
namespace osg {
|
|
|
|
/** AnimationPath encapsulates a time varying transformation pathway. Can be
|
|
* used for updating camera position and model object position.
|
|
* AnimationPathCallback can be attached directly to Transform nodes to
|
|
* move subgraphs around the scene.
|
|
*/
|
|
class OSG_EXPORT AnimationPath : public virtual osg::Object
|
|
{
|
|
public:
|
|
|
|
AnimationPath():_loopMode(LOOP) {}
|
|
|
|
AnimationPath(const AnimationPath& ap, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
|
|
Object(ap,copyop),
|
|
_timeControlPointMap(ap._timeControlPointMap),
|
|
_loopMode(ap._loopMode) {}
|
|
|
|
META_Object(osg,AnimationPath);
|
|
|
|
class ControlPoint
|
|
{
|
|
public:
|
|
ControlPoint():
|
|
_scale(1.0,1.0,1.0) {}
|
|
|
|
ControlPoint(const osg::Vec3d& position):
|
|
_position(position),
|
|
_rotation(),
|
|
_scale(1.0,1.0,1.0) {}
|
|
|
|
ControlPoint(const osg::Vec3d& position, const osg::Quat& rotation):
|
|
_position(position),
|
|
_rotation(rotation),
|
|
_scale(1.0,1.0,1.0) {}
|
|
|
|
ControlPoint(const osg::Vec3d& position, const osg::Quat& rotation, const osg::Vec3d& scale):
|
|
_position(position),
|
|
_rotation(rotation),
|
|
_scale(scale) {}
|
|
|
|
void setPosition(const osg::Vec3d& position) { _position = position; }
|
|
const osg::Vec3d& getPosition() const { return _position; }
|
|
|
|
void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
|
|
const osg::Quat& getRotation() const { return _rotation; }
|
|
|
|
void setScale(const osg::Vec3d& scale) { _scale = scale; }
|
|
const osg::Vec3d& getScale() const { return _scale; }
|
|
|
|
inline void interpolate(float ratio,const ControlPoint& first, const ControlPoint& second)
|
|
{
|
|
float one_minus_ratio = 1.0f-ratio;
|
|
_position = first._position*one_minus_ratio + second._position*ratio;
|
|
_rotation.slerp(ratio,first._rotation,second._rotation);
|
|
_scale = first._scale*one_minus_ratio + second._scale*ratio;
|
|
}
|
|
|
|
inline void interpolate(double ratio,const ControlPoint& first, const ControlPoint& second)
|
|
{
|
|
double one_minus_ratio = 1.0f-ratio;
|
|
_position = first._position*one_minus_ratio + second._position*ratio;
|
|
_rotation.slerp(ratio,first._rotation,second._rotation);
|
|
_scale = first._scale*one_minus_ratio + second._scale*ratio;
|
|
}
|
|
|
|
inline void getMatrix(Matrixf& matrix) const
|
|
{
|
|
matrix.makeRotate(_rotation);
|
|
matrix.preMultScale(_scale);
|
|
matrix.postMultTranslate(_position);
|
|
}
|
|
|
|
inline void getMatrix(Matrixd& matrix) const
|
|
{
|
|
matrix.makeRotate(_rotation);
|
|
matrix.preMultScale(_scale);
|
|
matrix.postMultTranslate(_position);
|
|
}
|
|
|
|
inline void getInverse(Matrixf& matrix) const
|
|
{
|
|
matrix.makeRotate(_rotation.inverse());
|
|
matrix.postMultScale(osg::Vec3d(1.0/_scale.x(),1.0/_scale.y(),1.0/_scale.z()));
|
|
matrix.preMultTranslate(-_position);
|
|
}
|
|
|
|
inline void getInverse(Matrixd& matrix) const
|
|
{
|
|
matrix.makeRotate(_rotation.inverse());
|
|
matrix.postMultScale(osg::Vec3d(1.0/_scale.x(),1.0/_scale.y(),1.0/_scale.z()));
|
|
matrix.preMultTranslate(-_position);
|
|
}
|
|
|
|
protected:
|
|
|
|
osg::Vec3d _position;
|
|
osg::Quat _rotation;
|
|
osg::Vec3d _scale;
|
|
|
|
};
|
|
|
|
|
|
/** Given a specific time, return the transformation matrix for a point. */
|
|
bool getMatrix(double time,Matrixf& matrix) const
|
|
{
|
|
ControlPoint cp;
|
|
if (!getInterpolatedControlPoint(time,cp)) return false;
|
|
cp.getMatrix(matrix);
|
|
return true;
|
|
}
|
|
|
|
/** Given a specific time, return the transformation matrix for a point. */
|
|
bool getMatrix(double time,Matrixd& matrix) const
|
|
{
|
|
ControlPoint cp;
|
|
if (!getInterpolatedControlPoint(time,cp)) return false;
|
|
cp.getMatrix(matrix);
|
|
return true;
|
|
}
|
|
|
|
/** Given a specific time, return the inverse transformation matrix for a point. */
|
|
bool getInverse(double time,Matrixf& matrix) const
|
|
{
|
|
ControlPoint cp;
|
|
if (!getInterpolatedControlPoint(time,cp)) return false;
|
|
cp.getInverse(matrix);
|
|
return true;
|
|
}
|
|
|
|
bool getInverse(double time,Matrixd& matrix) const
|
|
{
|
|
ControlPoint cp;
|
|
if (!getInterpolatedControlPoint(time,cp)) return false;
|
|
cp.getInverse(matrix);
|
|
return true;
|
|
}
|
|
|
|
/** Given a specific time, return the local ControlPoint frame for a point. */
|
|
virtual bool getInterpolatedControlPoint(double time,ControlPoint& controlPoint) const;
|
|
|
|
/** Insert a control point into the AnimationPath.*/
|
|
void insert(double time,const ControlPoint& controlPoint);
|
|
|
|
double getFirstTime() const { if (!_timeControlPointMap.empty()) return _timeControlPointMap.begin()->first; else return 0.0;}
|
|
double getLastTime() const { if (!_timeControlPointMap.empty()) return _timeControlPointMap.rbegin()->first; else return 0.0;}
|
|
double getPeriod() const { return getLastTime()-getFirstTime();}
|
|
|
|
enum LoopMode
|
|
{
|
|
SWING,
|
|
LOOP,
|
|
NO_LOOPING
|
|
};
|
|
|
|
void setLoopMode(LoopMode lm) { _loopMode = lm; }
|
|
|
|
LoopMode getLoopMode() const { return _loopMode; }
|
|
|
|
|
|
typedef std::map<double,ControlPoint> TimeControlPointMap;
|
|
|
|
void setTimeControlPointMap(TimeControlPointMap& tcpm) { _timeControlPointMap=tcpm; }
|
|
|
|
TimeControlPointMap& getTimeControlPointMap() { return _timeControlPointMap; }
|
|
|
|
const TimeControlPointMap& getTimeControlPointMap() const { return _timeControlPointMap; }
|
|
|
|
bool empty() const { return _timeControlPointMap.empty(); }
|
|
|
|
void clear() { _timeControlPointMap.clear(); }
|
|
|
|
/** Read the animation path from a flat ASCII file stream. */
|
|
void read(std::istream& in);
|
|
|
|
/** Write the animation path to a flat ASCII file stream. */
|
|
void write(std::ostream& out) const;
|
|
|
|
/** Write the control point to a flat ASCII file stream. */
|
|
void write(TimeControlPointMap::const_iterator itr, std::ostream& out) const;
|
|
|
|
protected:
|
|
|
|
virtual ~AnimationPath() {}
|
|
|
|
TimeControlPointMap _timeControlPointMap;
|
|
LoopMode _loopMode;
|
|
|
|
};
|
|
|
|
|
|
class OSG_EXPORT AnimationPathCallback : public NodeCallback
|
|
{
|
|
public:
|
|
|
|
AnimationPathCallback():
|
|
_pivotPoint(0.0,0.0,0.0),
|
|
_useInverseMatrix(false),
|
|
_timeOffset(0.0),
|
|
_timeMultiplier(1.0),
|
|
_firstTime(DBL_MAX),
|
|
_latestTime(0.0),
|
|
_pause(false),
|
|
_pauseTime(0.0) {}
|
|
|
|
AnimationPathCallback(const AnimationPathCallback& apc,const CopyOp& copyop):
|
|
NodeCallback(apc,copyop),
|
|
_animationPath(apc._animationPath),
|
|
_pivotPoint(apc._pivotPoint),
|
|
_useInverseMatrix(apc._useInverseMatrix),
|
|
_timeOffset(apc._timeOffset),
|
|
_timeMultiplier(apc._timeMultiplier),
|
|
_firstTime(apc._firstTime),
|
|
_latestTime(apc._latestTime),
|
|
_pause(apc._pause),
|
|
_pauseTime(apc._pauseTime) {}
|
|
|
|
|
|
META_Object(osg,AnimationPathCallback);
|
|
|
|
/** Construct an AnimationPathCallback with a specified animation path.*/
|
|
AnimationPathCallback(AnimationPath* ap,double timeOffset=0.0,double timeMultiplier=1.0):
|
|
_animationPath(ap),
|
|
_pivotPoint(0.0,0.0,0.0),
|
|
_useInverseMatrix(false),
|
|
_timeOffset(timeOffset),
|
|
_timeMultiplier(timeMultiplier),
|
|
_firstTime(DBL_MAX),
|
|
_latestTime(0.0),
|
|
_pause(false),
|
|
_pauseTime(0.0) {}
|
|
|
|
/** Construct an AnimationPathCallback and automatical create an animation path to produce a rotation about a point.*/
|
|
AnimationPathCallback(const osg::Vec3d& pivot,const osg::Vec3d& axis,float angularVelocity);
|
|
|
|
|
|
void setAnimationPath(AnimationPath* path) { _animationPath = path; }
|
|
AnimationPath* getAnimationPath() { return _animationPath.get(); }
|
|
const AnimationPath* getAnimationPath() const { return _animationPath.get(); }
|
|
|
|
inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; }
|
|
inline const Vec3d& getPivotPoint() const { return _pivotPoint; }
|
|
|
|
void setUseInverseMatrix(bool useInverseMatrix) { _useInverseMatrix = useInverseMatrix; }
|
|
bool getUseInverseMatrix() const { return _useInverseMatrix; }
|
|
|
|
void setTimeOffset(double offset) { _timeOffset = offset; }
|
|
double getTimeOffset() const { return _timeOffset; }
|
|
|
|
void setTimeMultiplier(double multiplier) { _timeMultiplier = multiplier; }
|
|
double getTimeMultiplier() const { return _timeMultiplier; }
|
|
|
|
|
|
void reset();
|
|
|
|
void setPause(bool pause);
|
|
bool getPause() const { return _pause; }
|
|
|
|
/** Get the animation time that is used to specify the position along
|
|
* the AnimationPath. Animation time is computed from the formula:
|
|
* ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier.*/
|
|
double getAnimationTime() const;
|
|
|
|
/** Implements the callback. */
|
|
virtual void operator()(Node* node, NodeVisitor* nv);
|
|
|
|
void update(osg::Node& node);
|
|
|
|
public:
|
|
|
|
ref_ptr<AnimationPath> _animationPath;
|
|
osg::Vec3d _pivotPoint;
|
|
bool _useInverseMatrix;
|
|
double _timeOffset;
|
|
double _timeMultiplier;
|
|
double _firstTime;
|
|
double _latestTime;
|
|
bool _pause;
|
|
double _pauseTime;
|
|
|
|
protected:
|
|
|
|
~AnimationPathCallback(){}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|