55e89e4466
examples/osganimationviewer/AnimtkViewer.cpp: - add option to display bone (--drawbone) - dont crash if the file does not contains a AnimationManagerBase, display the content only examples/osganimationviewer/AnimtkViewerGUI.cpp: - adjust the path of image for the gui include/osgAnimation/Interpolator: - add warn message instead of old assert include/osgAnimation/Bone: src/osgAnimation/Skeleton.cpp: - change a method name to fit better with what it does. setMatrixInSkeletonSpace instead of setBoneInSkeletonSpace include/osgAnimation/Skinning: src/osgAnimation/RigGeometry.cpp: - add patch from Fabien Lavignotte to compute normal correctly include/osgAnimation/Sampler: - adjust behviour without assert, return 0 instead of crashing "
281 lines
10 KiB
C++
281 lines
10 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_BONE_H
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#define OSGANIMATION_BONE_H
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#include <osg/Transform>
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#include <osg/Quat>
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#include <osg/Vec3>
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#include <osg/Node>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/io_utils>
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#include <osgAnimation/Export>
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#include <osgAnimation/Target>
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#include <osgAnimation/Sampler>
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#include <osgAnimation/Channel>
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#include <osgAnimation/Keyframe>
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#include <osgAnimation/UpdateCallback>
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#include <osgAnimation/Animation>
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#include <osgAnimation/AnimationManagerBase>
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#include <osgAnimation/VertexInfluence>
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namespace osgAnimation
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{
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// A bone can't have more than one parent Bone, so sharing a part of Bone's hierarchy
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// has not sense. You can share the entire hierarchie but not only a part of
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class OSGANIMATION_EXPORT Bone : public osg::Transform
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{
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public:
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typedef osg::ref_ptr<Bone> PointerType;
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typedef std::map<std::string, PointerType > BoneMap;
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typedef osg::Matrix MatrixType;
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META_Node(osgAnimation, Bone);
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Bone(const Bone& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY);
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Bone(const std::string& name = "");
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void setDefaultUpdateCallback(const std::string& name = "");
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struct BoneMapVisitor : public osg::NodeVisitor
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{
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BoneMap _map;
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BoneMapVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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META_NodeVisitor("osgAnimation","BoneMapVisitor")
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void apply(osg::Node&) { return; }
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void apply(osg::Transform& node)
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{
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Bone* bone = dynamic_cast<Bone*>(&node);
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if (bone)
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{
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_map[bone->getName()] = bone;
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traverse(node);
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}
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}
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};
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struct FindNearestParentAnimationManager : public osg::NodeVisitor
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{
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osg::ref_ptr<osgAnimation::AnimationManagerBase> _manager;
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FindNearestParentAnimationManager() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_PARENTS) {}
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void apply(osg::Node& node)
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{
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if (_manager.valid())
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return;
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osg::NodeCallback* callback = node.getUpdateCallback();
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while (callback)
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{
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_manager = dynamic_cast<osgAnimation::AnimationManagerBase*>(callback);
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if (_manager.valid())
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return;
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callback = callback->getNestedCallback();
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}
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traverse(node);
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}
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};
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class OSGANIMATION_EXPORT UpdateBone : public AnimationUpdateCallback
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{
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public:
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osg::ref_ptr<osgAnimation::Vec3Target> _position;
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osg::ref_ptr<osgAnimation::QuatTarget> _quaternion;
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osg::ref_ptr<osgAnimation::Vec3Target> _scale;
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public:
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META_Object(osgAnimation, UpdateBone);
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UpdateBone(const UpdateBone& apc,const osg::CopyOp& copyop);
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UpdateBone(const std::string& name = "")
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{
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setName(name);
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_quaternion = new osgAnimation::QuatTarget;
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_position = new osgAnimation::Vec3Target;
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_scale = new osgAnimation::Vec3Target;
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}
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void update(osgAnimation::Bone& bone)
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{
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bone.setTranslation(_position->getValue());
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bone.setRotation(_quaternion->getValue());
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bone.setScale(_scale->getValue());
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bone.dirtyBound();
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}
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bool needLink() const
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{
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// the idea is to return true if nothing is linked
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return !((_position->getCount() + _quaternion->getCount() + _scale->getCount()) > 3);
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}
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bool link(osgAnimation::Channel* channel)
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{
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if (channel->getName().find("quaternion") != std::string::npos)
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{
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osgAnimation::QuatSphericalLinearChannel* qc = dynamic_cast<osgAnimation::QuatSphericalLinearChannel*>(channel);
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if (qc)
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{
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qc->setTarget(_quaternion.get());
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return true;
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}
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}
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else if (channel->getName().find("position") != std::string::npos)
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{
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osgAnimation::Vec3LinearChannel* vc = dynamic_cast<osgAnimation::Vec3LinearChannel*>(channel);
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if (vc)
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{
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vc->setTarget(_position.get());
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return true;
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}
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}
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else if (channel->getName().find("scale") != std::string::npos)
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{
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osgAnimation::Vec3LinearChannel* vc = dynamic_cast<osgAnimation::Vec3LinearChannel*>(channel);
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if (vc)
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{
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vc->setTarget(_scale.get());
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return true;
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}
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}
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else
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{
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std::cerr << "Channel " << channel->getName() << " does not contain a valid symbolic name for this class" << std::endl;
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}
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return false;
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}
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/** Callback method called by the NodeVisitor when visiting a node.*/
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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Bone* b = dynamic_cast<Bone*>(node);
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if (b && !_manager.valid())
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{
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FindNearestParentAnimationManager finder;
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if (b->getParents().size() > 1)
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{
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osg::notify(osg::WARN) << "A Bone should not have multi parent ( " << b->getName() << " ) has parents ";
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osg::notify(osg::WARN) << "( " << b->getParents()[0]->getName();
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for (int i = 1; i < (int)b->getParents().size(); i++)
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osg::notify(osg::WARN) << ", " << b->getParents()[i]->getName();
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osg::notify(osg::WARN) << ")" << std::endl;
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return;
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}
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b->getParents()[0]->accept(finder);
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if (!finder._manager.valid())
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{
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osg::notify(osg::WARN) << "Warning can't update Bone, path to parent AnimationManagerBase not found" << std::endl;
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return;
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}
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_manager = finder._manager.get();
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}
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updateLink();
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update(*b);
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}
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traverse(node,nv);
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}
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};
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const;
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virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const;
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Bone* getBoneParent();
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const Bone* getBoneParent() const;
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void setTranslation(const osg::Vec3& trans) { _position = trans;}
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void setRotation(const osg::Quat& quat) { _rotation = quat;}
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void setScale(const osg::Vec3& scale) { _scale = scale;}
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const osg::Vec3& getTranslation() const { return _position;}
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const osg::Quat& getRotation() const { return _rotation;}
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osg::Matrix getMatrixInBoneSpace() const { return (osg::Matrix(getRotation())) * osg::Matrix::translate(getTranslation()) * _bindInBoneSpace;}
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const osg::Matrix& getBindMatrixInBoneSpace() const { return _bindInBoneSpace; }
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const osg::Matrix& getMatrixInSkeletonSpace() const { return _boneInSkeletonSpace; }
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const osg::Matrix& getInvBindMatrixInSkeletonSpace() const { return _invBindInSkeletonSpace;}
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void setMatrixInSkeletonSpace(const osg::Matrix& matrix) { _boneInSkeletonSpace = matrix; }
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void setBindMatrixInBoneSpace(const osg::Matrix& matrix)
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{
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_bindInBoneSpace = matrix;
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_needToRecomputeBindMatrix = true;
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}
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inline bool needToComputeBindMatrix() { return _needToRecomputeBindMatrix;}
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virtual void computeBindMatrix();
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bool needLink() const;
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void setNeedToComputeBindMatrix(bool state) { _needToRecomputeBindMatrix = state; }
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/** Add Node to Group.
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* If node is not NULL and is not contained in Group then increment its
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* reference count, add it to the child list and dirty the bounding
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* sphere to force it to recompute on next getBound() and return true for success.
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* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
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virtual bool addChild( Node *child );
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BoneMap getBoneMap();
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protected:
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osg::Vec3 _position;
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osg::Quat _rotation;
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osg::Vec3 _scale;
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// flag to recompute bind pose
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bool _needToRecomputeBindMatrix;
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// bind data
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osg::Matrix _bindInBoneSpace;
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osg::Matrix _invBindInSkeletonSpace;
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// bone updated
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osg::Matrix _boneInSkeletonSpace;
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};
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inline bool Bone::computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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matrix.preMult(getMatrixInBoneSpace());
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else
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matrix = getMatrixInBoneSpace();
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return true;
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}
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inline bool Bone::computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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matrix.postMult(osg::Matrix::inverse(getMatrixInBoneSpace()));
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else
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matrix = osg::Matrix::inverse(getMatrixInBoneSpace());
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return true;
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}
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}
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#endif
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