db4d58b01d
Bone now inherit from MatrixTransform. It simplify a lot the update of Bone matrix. It helps to have the bone system more generic. eg it's now possible to have animation data with precomputed bind matrix. The other benefit, is now the collada plugin will be able to use osgAnimation to display skinned mesh. Michael Plating did a great work to improve this aspect, he is working on the collada plugin and should be able to submit a new version soon. The RigGeometry has been refactored so now it works when you save and reload RigGeometry because the source is not touched anymore. The benefit with this update is that it should be now possible to use a MorphGeometry as source for a RigGeometry. The bad news is that the format has changed, so i have rebuild osg-data related to osgAnimation data, updated the blender exporter to export to the new format. The fbx plugin could be touched about this commit, i dont compile it so i can't give more information about it. The bvh plugin has been updated by Wang rui so this one is fixed with the new code of osgAnimation. The examples has been updated to work with the new code too... The example osg-data/example.osg should be remove, it's an old example that does not work. For people using blender the blender exporter up to date is here: http://hg.plopbyte.net/osgexport2/ it will be merge to http://hg.plopbyte.net/osgexport/ as soon as the modification will be push in the trunk. "
95 lines
3.1 KiB
C++
95 lines
3.1 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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#include <osgAnimation/Skeleton>
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#include <osgAnimation/Bone>
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#include <osg/Notify>
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using namespace osgAnimation;
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Skeleton::Skeleton() {}
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Skeleton::Skeleton(const Skeleton& b, const osg::CopyOp& copyop) : osg::MatrixTransform(b,copyop) {}
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Skeleton::UpdateSkeleton::UpdateSkeleton() : _needValidate(true) {}
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Skeleton::UpdateSkeleton::UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop)
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{
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_needValidate = true;
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}
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bool Skeleton::UpdateSkeleton::needToValidate() const
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{
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return _needValidate;
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}
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class ValidateSkeletonVisitor : public osg::NodeVisitor
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{
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public:
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ValidateSkeletonVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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void apply(osg::Node& node) { return; }
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void apply(osg::Transform& node)
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{
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// the idea is to traverse the skeleton or bone but to stop if other node is found
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Bone* bone = dynamic_cast<Bone*>(&node);
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if (!bone)
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return;
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bool foundNonBone = false;
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for (unsigned int i = 0; i < bone->getNumChildren(); ++i)
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{
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if (dynamic_cast<Bone*>(bone->getChild(i)))
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{
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if (foundNonBone)
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{
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osg::notify(osg::WARN) <<
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"Warning: a Bone was found after a non-Bone child "
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"within a Skeleton. Children of a Bone must be ordered "
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"with all child Bones first for correct update order." << std::endl;
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setTraversalMode(TRAVERSE_NONE);
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return;
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}
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}
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else
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{
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foundNonBone = true;
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}
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}
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traverse(node);
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}
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};
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void Skeleton::UpdateSkeleton::operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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Skeleton* skeleton = dynamic_cast<Skeleton*>(node);
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if (_needValidate && skeleton)
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{
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ValidateSkeletonVisitor visitor;
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for (unsigned int i = 0; i < skeleton->getNumChildren(); ++i)
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{
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osg::Node* child = skeleton->getChild(i);
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child->accept(visitor);
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}
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_needValidate = false;
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}
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}
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traverse(node,nv);
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}
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void Skeleton::setDefaultUpdateCallback()
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{
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setUpdateCallback(new Skeleton::UpdateSkeleton );
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}
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