b6ab5bbe27
Update Timeline.cpp to add current layer to the ActionVisitor, use correctly the priority Add accessors in Action.cpp to retrieve protected data Split files and rename them to classname Change de default color of UpdateMaterial to FFOOFF to detect unset value Add accessors in LinkVisitor instead of accessing data directly Update osganimationtimeline example to fit the api callback
184 lines
6.7 KiB
C++
184 lines
6.7 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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* Authors:
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* Cedric Pinson <cedric.pinson@plopbyte.net>
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* Michael Platings <mplatings@pixelpower.com>
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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 <osg/NodeVisitor>
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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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// makes no sense. You can share the entire hierarchy but not only a part of it.
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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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class OSGANIMATION_EXPORT UpdateBone : public AnimationUpdateCallback <osg::NodeCallback>
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{
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protected:
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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 = "") : AnimationUpdateCallback <osg::NodeCallback>(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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osgAnimation::QuatTarget* getQuaternion() {return _quaternion.get();}
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osgAnimation::Vec3Target* getPosition() {return _position.get();}
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osgAnimation::Vec3Target* getScale() {return _scale.get();}
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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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/** Link channel*/
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bool link(osgAnimation::Channel* channel);
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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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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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const osg::Vec3& getScale() const { return _scale;}
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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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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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