OpenSceneGraph/include/osgAnimation/RigTransformSoftware

177 lines
6.8 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_RIGTRANSFORM_SOFTWARE
#define OSGANIMATION_RIGTRANSFORM_SOFTWARE 1
#include <osgAnimation/Export>
#include <osgAnimation/RigTransform>
#include <osgAnimation/Bone>
#include <osgAnimation/VertexInfluence>
#include <osg/observer_ptr>
namespace osgAnimation
{
class RigGeometry;
/// This class manage format for software skinning
class OSGANIMATION_EXPORT RigTransformSoftware : public RigTransform
{
public:
RigTransformSoftware();
RigTransformSoftware(const RigTransformSoftware& rts,const osg::CopyOp& copyop);
META_Object(osgAnimation,RigTransformSoftware)
virtual void operator()(RigGeometry&);
//to call when a skeleton is reacheable from the rig to prepare technic data
virtual bool prepareData(RigGeometry&);
class BonePtrWeight: public BoneWeight
{
public:
BonePtrWeight(const std::string& name, float weight, Bone *bptr=0) :BoneWeight(name,weight), _boneptr(bptr) {}
BonePtrWeight(const BonePtrWeight &bw2) : BoneWeight(bw2), _boneptr(bw2._boneptr) {}
const Bone * getBonePtr()const{return _boneptr.get();}
void setBonePtr(Bone*b){_boneptr=b;}
protected:
osg::observer_ptr< Bone > _boneptr;
};
typedef std::vector<BonePtrWeight> BonePtrWeightList;
typedef std::vector<unsigned int> IndexList;
/// map a set of boneinfluence to a list of vertex indices sharing this set
class VertexGroup
{
public:
inline BonePtrWeightList& getBoneWeights() { return _boneweights; }
inline IndexList& getVertexes() { return _vertexes; }
inline void resetMatrix()
{
_result.set(0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1);
}
inline void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
{
osg::Matrix m = invBindMatrix * matrix;
osg::Matrix::value_type* ptr = m.ptr();
osg::Matrix::value_type* ptrresult = _result.ptr();
ptrresult[0] += ptr[0] * weight;
ptrresult[1] += ptr[1] * weight;
ptrresult[2] += ptr[2] * weight;
ptrresult[4] += ptr[4] * weight;
ptrresult[5] += ptr[5] * weight;
ptrresult[6] += ptr[6] * weight;
ptrresult[8] += ptr[8] * weight;
ptrresult[9] += ptr[9] * weight;
ptrresult[10] += ptr[10] * weight;
ptrresult[12] += ptr[12] * weight;
ptrresult[13] += ptr[13] * weight;
ptrresult[14] += ptr[14] * weight;
}
inline void computeMatrixForVertexSet()
{
if (_boneweights.empty())
{
osg::notify(osg::WARN) << this << " RigTransformSoftware::VertexGroup no bones found" << std::endl;
_result = osg::Matrix::identity();
return;
}
resetMatrix();
for(BonePtrWeightList::iterator bwit=_boneweights.begin();bwit!=_boneweights.end();++bwit )
{
const Bone* bone = bwit->getBonePtr();
if (!bone)
{
osg::notify(osg::WARN) << this << " RigTransformSoftware::computeMatrixForVertexSet Warning a bone is null, skip it" << std::endl;
continue;
}
const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
const osg::Matrix& matrix = bone->getMatrixInSkeletonSpace();
osg::Matrix::value_type w = bwit->getWeight();
accummulateMatrix(invBindMatrix, matrix, w);
}
}
inline const osg::Matrix& getMatrix() const { return _result;}
protected:
BonePtrWeightList _boneweights;
IndexList _vertexes;
osg::Matrix _result;
};
template <class V> void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
{
// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
for(VertexGroupList::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
{
VertexGroup& uniq = *itvg;
uniq.computeMatrixForVertexSet();
osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
const IndexList& vertexes = uniq.getVertexes();
for(IndexList::const_iterator vertIDit=vertexes.begin(); vertIDit!=vertexes.end(); ++vertIDit)
{
dst[*vertIDit] = src[*vertIDit] * matrix;
}
}
}
template <class V> void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
{
for(VertexGroupList::iterator itvg=_uniqInfluenceSet2VertIDList.begin(); itvg!=_uniqInfluenceSet2VertIDList.end(); ++itvg)
{
VertexGroup& uniq = *itvg;
uniq.computeMatrixForVertexSet();
osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
const IndexList& vertexes = uniq.getVertexes();
for(IndexList::const_iterator vertIDit=vertexes.begin(); vertIDit!=vertexes.end(); ++vertIDit)
{
dst[*vertIDit] = osg::Matrix::transform3x3(src[*vertIDit],matrix);
}
}
}
protected:
bool _needInit;
std::map<std::string,bool> _invalidInfluence;
typedef std::vector<VertexGroup> VertexGroupList;
VertexGroupList _uniqInfluenceSet2VertIDList;
void buildMinimumUpdateSet(const BoneMap&boneMap,const RigGeometry&rig );
};
}
#endif