8454d414a8
* Refactore of RigGeometry to support hardware skinning * Refactore of Timeline to split Action in differents files * Add example how to use hardware skinning
126 lines
4.4 KiB
C++
126 lines
4.4 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@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_RIGGEOMETRY_H
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#define OSGANIMATION_RIGGEOMETRY_H
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#include <osgAnimation/Export>
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#include <osgAnimation/Skeleton>
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#include <osgAnimation/RigTransform>
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#include <osg/Geometry>
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namespace osgAnimation
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{
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class OSGANIMATION_EXPORT RigGeometry : public osg::Geometry
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{
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public:
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RigGeometry();
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RigGeometry(const osg::Geometry& b);
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RigGeometry(const RigGeometry& b, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgAnimation, RigGeometry);
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void setInfluenceMap(VertexInfluenceMap* vertexInfluenceMap) { _vertexInfluenceMap = vertexInfluenceMap; }
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const VertexInfluenceMap* getInfluenceMap() const { return _vertexInfluenceMap.get();}
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VertexInfluenceMap* getInfluenceMap() { return _vertexInfluenceMap.get();}
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const Skeleton* getSkeleton() const;
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Skeleton* getSkeleton();
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// will be used by the update callback to init correctly the rig mesh
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void setSkeleton(Skeleton*);
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void setNeedToComputeMatrix(bool state) { _needToComputeMatrix = state;}
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bool getNeedToComputeMatrix() const { return _needToComputeMatrix;}
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// this build the internal database about vertex influence and bones
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void buildVertexInfluenceSet();
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const VertexInfluenceSet& getVertexInfluenceSet() const;
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void computeMatrixFromRootSkeleton();
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// set implementation of rig method
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void setRigTransformImplementation(RigTransform*);
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RigTransform* getRigTransformImplementation();
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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void update();
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const osg::Matrix& getMatrixFromSkeletonToGeometry() const;
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const osg::Matrix& getInvMatrixFromSkeletonToGeometry() const;
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protected:
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osg::ref_ptr<RigTransform> _rigTransformImplementation;
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VertexInfluenceSet _vertexInfluenceSet;
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osg::ref_ptr<VertexInfluenceMap> _vertexInfluenceMap;
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osg::Matrix _matrixFromSkeletonToGeometry;
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osg::Matrix _invMatrixFromSkeletonToGeometry;
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osg::observer_ptr<Skeleton> _root;
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bool _needToComputeMatrix;
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struct FindNearestParentSkeleton : public osg::NodeVisitor
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{
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osg::ref_ptr<Skeleton> _root;
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FindNearestParentSkeleton() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_PARENTS) {}
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void apply(osg::Transform& node)
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{
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if (_root.valid())
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return;
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_root = dynamic_cast<osgAnimation::Skeleton*>(&node);
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traverse(node);
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}
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};
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struct UpdateVertex : public osg::Drawable::UpdateCallback
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{
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virtual void update(osg::NodeVisitor*, osg::Drawable* drw)
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{
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RigGeometry* geom = dynamic_cast<RigGeometry*>(drw);
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if (!geom)
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return;
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if (!geom->getSkeleton() && !geom->getParents().empty())
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{
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FindNearestParentSkeleton finder;
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if (geom->getParents().size() > 1)
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osg::notify(osg::WARN) << "A RigGeometry should not have multi parent ( " << geom->getName() << " )" << std::endl;
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geom->getParents()[0]->accept(finder);
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if (!finder._root.valid())
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return;
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geom->buildVertexInfluenceSet();
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geom->setSkeleton(finder._root.get());
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}
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if (!geom->getSkeleton())
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return;
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if (geom->getNeedToComputeMatrix())
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geom->computeMatrixFromRootSkeleton();
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geom->update();
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}
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};
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};
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}
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#endif
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