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 "
229 lines
8.8 KiB
C++
229 lines
8.8 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_SKINNING_H
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#define OSGANIMATION_SKINNING_H
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#include <iostream>
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#include <vector>
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#include <map>
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#include <string>
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#include <algorithm>
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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/Vec3>
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#include <osg/Quat>
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namespace osgAnimation
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{
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/// This class manage format for software skinning
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/// it used the technic on this paper http://www.intel.com/cd/ids/developer/asmo-na/eng/172124.htm
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/// The idea is to prepare the data to do only v' = M x v with M a combined matrix as below
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/// M = Mbone1 * w1 + Mbone2 * w2 + ...
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/// a M matrix is uniq for a set of vertex then to fully compute the skinned mesh
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/// you have to iterate on each UniqBoneSetVertexSet
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class TransformVertexFunctor
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{
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public:
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typedef osg::Matrix MatrixType;
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typedef osgAnimation::Bone BoneType;
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typedef Bone::BoneMap BoneMap;
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class BoneWeight
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{
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public:
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BoneWeight(BoneType* bone, float weight) : _bone(bone), _weight(weight) {}
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const BoneType* getBone() const { return &(*_bone); }
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float getWeight() const { return _weight; }
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void setWeight(float w) { _weight = w; }
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protected:
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osg::ref_ptr<BoneType> _bone;
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float _weight;
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};
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typedef std::vector<BoneWeight> BoneWeightList;
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typedef std::vector<int> VertexList;
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class UniqBoneSetVertexSet
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{
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public:
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BoneWeightList& getBones() { return _bones; }
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VertexList& getVertexes() { return _vertexes; }
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void resetMatrix()
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{
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_result.set(0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 1);
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}
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void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
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{
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osg::Matrix m = invBindMatrix * matrix;
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osg::Matrix::value_type* ptr = m.ptr();
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osg::Matrix::value_type* ptrresult = _result.ptr();
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ptrresult[0] += ptr[0] * weight;
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ptrresult[1] += ptr[1] * weight;
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ptrresult[2] += ptr[2] * weight;
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ptrresult[4] += ptr[4] * weight;
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ptrresult[5] += ptr[5] * weight;
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ptrresult[6] += ptr[6] * weight;
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ptrresult[8] += ptr[8] * weight;
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ptrresult[9] += ptr[9] * weight;
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ptrresult[10] += ptr[10] * weight;
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ptrresult[12] += ptr[12] * weight;
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ptrresult[13] += ptr[13] * weight;
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ptrresult[14] += ptr[14] * weight;
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}
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void computeMatrixForVertexSet()
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{
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if (_bones.empty())
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{
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osg::notify(osg::WARN) << "TransformVertexFunctor::UniqBoneSetVertexSet no bones found" << std::endl;
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_result = MatrixType::identity();
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return;
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}
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resetMatrix();
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int size = _bones.size();
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for (int i = 0; i < size; i++)
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{
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const BoneType* bone = _bones[i].getBone();
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const MatrixType& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
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const MatrixType& matrix = bone->getMatrixInSkeletonSpace();
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osg::Matrix::value_type w = _bones[i].getWeight();
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accummulateMatrix(invBindMatrix, matrix, w);
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}
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}
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const MatrixType& getMatrix() const { return _result;}
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protected:
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BoneWeightList _bones;
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VertexList _vertexes;
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MatrixType _result;
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};
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void init(const BoneMap& map, const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSetList& influence)
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{
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_boneSetVertexSet.clear();
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int size = influence.size();
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_boneSetVertexSet.resize(size);
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for (int i = 0; i < size; i++)
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{
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const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSet& inf = influence[i];
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int nbBones = inf.getBones().size();
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BoneWeightList& boneList = _boneSetVertexSet[i].getBones();
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double sumOfWeight = 0;
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for (int b = 0; b < nbBones; b++)
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{
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const std::string& bname = inf.getBones()[b].getBoneName();
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float weight = inf.getBones()[b].getWeight();
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BoneMap::const_iterator it = map.find(bname);
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if (it == map.end())
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{
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osg::notify(osg::WARN) << "TransformVertexFunctor Bone " << bname << " not found, skip the influence group " <<bname << std::endl;
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continue;
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}
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BoneType* bone = it->second.get();
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boneList.push_back(BoneWeight(bone, weight));
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sumOfWeight += weight;
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}
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// if a bone referenced by a vertexinfluence is missed it can make the sum less than 1.0
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// so we check it and renormalize the all weight bone
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const double threshold = 1e-4;
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if (!_boneSetVertexSet[i].getBones().empty() &&
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(sumOfWeight < 1.0 - threshold || sumOfWeight > 1.0 + threshold))
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{
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for (int b = 0; b < (int)boneList.size(); b++)
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boneList[b].setWeight(boneList[b].getWeight() / sumOfWeight);
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}
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_boneSetVertexSet[i].getVertexes() = inf.getVertexes();
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}
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}
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template <class V> void compute(const V* src, V* dst)
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{
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int size = _boneSetVertexSet.size();
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for (int i = 0; i < size; i++)
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{
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UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
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uniq.computeMatrixForVertexSet();
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const MatrixType& matrix = uniq.getMatrix();
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const VertexList& vertexes = uniq.getVertexes();
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int vertexSize = vertexes.size();
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for (int j = 0; j < vertexSize; j++)
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{
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int idx = vertexes[j];
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dst[idx] = src[idx] * matrix;
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}
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}
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}
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template <class V> void compute(const MatrixType& transform, const MatrixType& invTransform, const V* src, V* dst)
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{
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// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
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int size = _boneSetVertexSet.size();
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for (int i = 0; i < size; i++)
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{
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UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
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uniq.computeMatrixForVertexSet();
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MatrixType matrix = transform * uniq.getMatrix() * invTransform;
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const VertexList& vertexes = uniq.getVertexes();
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int vertexSize = vertexes.size();
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for (int j = 0; j < vertexSize; j++)
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{
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int idx = vertexes[j];
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dst[idx] = src[idx] * matrix;
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}
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}
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}
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template <class V> void computeNormal(const MatrixType& transform, const MatrixType& invTransform, const V* src, V* dst)
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{
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int size = _boneSetVertexSet.size();
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for (int i = 0; i < size; i++)
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{
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UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
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uniq.computeMatrixForVertexSet();
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MatrixType matrix = transform * uniq.getMatrix() * invTransform;
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const VertexList& vertexes = uniq.getVertexes();
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int vertexSize = vertexes.size();
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for (int j = 0; j < vertexSize; j++)
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{
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int idx = vertexes[j];
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dst[idx] = MatrixType::transform3x3(src[idx],matrix);
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}
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}
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}
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protected:
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std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;
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};
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}
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#endif
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