OpenSceneGraph/include/osgAnimation/RigGeometry
Cedric Pinson 8454d414a8 From Cedric Pinson, The following commit include:
* Refactore of RigGeometry to support hardware skinning
* Refactore of Timeline to split Action in differents files
* Add example how to use hardware skinning
2009-10-27 15:37:13 +00:00

126 lines
4.4 KiB
C++

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