97 lines
3.7 KiB
C++
97 lines
3.7 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2009 Cedric Pinson <cedric.pinson@plopbyte.net>
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* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
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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_RIG_TRANSFORM_HARDWARE
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#define OSGANIMATION_RIG_TRANSFORM_HARDWARE 1
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#include <osgAnimation/Export>
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#include <osgAnimation/RigTransform>
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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/Array>
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#define RIGTRANSHW_DEFAULT_FIRST_VERTATTRIB_TARGETTED 11
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namespace osgAnimation
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{
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class RigGeometry;
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/// This class manage format for hardware skinning
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class OSGANIMATION_EXPORT RigTransformHardware : public RigTransform
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{
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public:
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RigTransformHardware();
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RigTransformHardware(const RigTransformHardware& rth, const osg::CopyOp& copyop);
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META_Object(osgAnimation,RigTransformHardware);
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typedef std::vector<osg::ref_ptr<osg::Vec4Array> > BoneWeightAttribList;
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typedef std::vector<osg::ref_ptr<Bone> > BonePalette;
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typedef std::map<std::string, unsigned int> BoneNamePaletteIndex;
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typedef std::vector<osg::Matrix> MatrixPalette;
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///set the first Vertex Attribute Array index of the rig generated by this technic (default:11)
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void setFirstVertexAttributeTarget(unsigned int i){ _minAttribIndex=i;}
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unsigned int getFirstVertexAttributeTarget()const { return _minAttribIndex;}
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void setShader(osg::Shader* shader) { _shader = shader; }
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const osg::Shader* getShader() const { return _shader.get(); }
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osg::Shader* getShader() { return _shader.get(); }
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osg::Vec4Array* getVertexAttrib(unsigned int index);
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unsigned int getNumVertexAttrib() const {return _boneWeightAttribArrays.size();}
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const unsigned int &getNumBonesPerVertex() const{ return _bonesPerVertex; }
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const unsigned int &getNumVertexes() const { return _nbVertices; }
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const BoneNamePaletteIndex& getBoneNameToPalette(){ return _boneNameToPalette; }
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const BonePalette& getBonePalette() { return _bonePalette; }
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osg::Uniform* getMatrixPaletteUniform() { return _uniformMatrixPalette.get(); }
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void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
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// update rig if needed
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virtual void operator()(RigGeometry&);
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// init/reset animations data
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virtual bool prepareData(RigGeometry& );
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protected:
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unsigned int _bonesPerVertex;
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unsigned int _nbVertices;
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BonePalette _bonePalette;
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BoneNamePaletteIndex _boneNameToPalette;
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BoneWeightAttribList _boneWeightAttribArrays;
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osg::ref_ptr<osg::Uniform> _uniformMatrixPalette;
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osg::ref_ptr<osg::Shader> _shader;
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bool _needInit;
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unsigned int _minAttribIndex;
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bool buildPalette(const BoneMap& boneMap ,const RigGeometry& rig);
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//on first update
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virtual bool init(RigGeometry& );
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std::vector<IndexWeightList> _perVertexInfluences;
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};
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}
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#endif
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