8454d414a8
* Refactore of RigGeometry to support hardware skinning * Refactore of Timeline to split Action in differents files * Add example how to use hardware skinning
104 lines
3.6 KiB
C++
104 lines
3.6 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_VERTEX_INFLUENCE_H
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#define OSGANIMATION_VERTEX_INFLUENCE_H 1
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#include <osg/Object>
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#include <osgAnimation/Export>
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#include <map>
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#include <vector>
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#include <string>
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namespace osgAnimation
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{
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// first is vertex index, and second the weight, the
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typedef std::pair<int, float> VertexIndexWeight;
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typedef std::vector<VertexIndexWeight> VertexList;
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class OSGANIMATION_EXPORT VertexInfluence : public VertexList
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{
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public:
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const std::string& getName() const { return _name;}
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void setName(const std::string& name) { _name = name;}
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protected:
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// the name is the bone to link to
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std::string _name;
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};
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class VertexInfluenceMap : public std::map<std::string, VertexInfluence> , public osg::Object
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{
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public:
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META_Object(osgAnimation, VertexInfluenceMap);
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VertexInfluenceMap() {}
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VertexInfluenceMap(const osgAnimation::VertexInfluenceMap&, const osg::CopyOp&) {}
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};
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// this class manage VertexInfluence database by mesh
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// reference bones per vertex ...
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class OSGANIMATION_EXPORT VertexInfluenceSet
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{
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public:
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typedef std::vector<VertexInfluence> BoneToVertexList;
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class BoneWeight
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{
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public:
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BoneWeight(const std::string& name, float weight) : _boneName(name), _weight(weight) {}
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const std::string& getBoneName() const { return _boneName; }
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float getWeight() const { return _weight; }
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void setWeight(float weight) { _weight = weight; }
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bool operator==(const BoneWeight& b) const { return (_boneName == b.getBoneName() && _weight == b.getWeight()); }
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protected:
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std::string _boneName;
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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::map<int,BoneWeightList> VertexIndexToBoneWeightMap;
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class UniqVertexSetToBoneSet
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{
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public:
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void setBones(BoneWeightList& bones) { _bones = bones;}
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const BoneWeightList& getBones() const { return _bones;}
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std::vector<int>& getVertexes() { return _vertexes;}
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const std::vector<int>& getVertexes() const { return _vertexes;}
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protected:
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std::vector<int> _vertexes;
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BoneWeightList _bones; // here we could limit matrix operation by caching (weight * matrix)
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};
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typedef std::vector<UniqVertexSetToBoneSet> UniqVertexSetToBoneSetList;
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const UniqVertexSetToBoneSetList& getUniqVertexSetToBoneSetList() const { return _uniqVertexSetToBoneSet;}
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void addVertexInfluence(const VertexInfluence& v);
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void buildVertex2BoneList();
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void buildUniqVertexSetToBoneSetList();
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void clear();
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const VertexIndexToBoneWeightMap& getVertexToBoneList() const;
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protected:
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BoneToVertexList _bone2Vertexes;
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VertexIndexToBoneWeightMap _vertex2Bones;
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UniqVertexSetToBoneSetList _uniqVertexSetToBoneSet;
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};
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}
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#endif
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