2.8 branch: backport of osgAnimation from svn head 11026.
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include/osgAnimation/RigTransformHardware
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include/osgAnimation/RigTransformHardware
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/* -*-c++-*-
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* Copyright (C) 2009 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_RIG_TRANSFORM_HARDWARE
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#define OSGANIMATION_RIG_TRANSFORM_HARDWARE 1
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#include <osgAnimation/Export>
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#include <osgAnimation/RigTransform>
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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/Array>
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namespace osgAnimation
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{
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class RigGeometry;
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/// This class manage format for hardware skinning
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class OSGANIMATION_EXPORT RigTransformHardware : public RigTransform
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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 std::vector<osg::ref_ptr<osg::Vec4Array> > BoneWeightAttribList;
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typedef std::vector<osg::ref_ptr<BoneType> > BonePalette;
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typedef std::vector<osg::Matrix> MatrixPalette;
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struct IndexWeightEntry
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{
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int _boneIndex;
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float _boneWeight;
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IndexWeightEntry() { _boneIndex = 0; _boneWeight = 0;}
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IndexWeightEntry(int index, float weight) { _boneIndex = index; _boneWeight = weight;}
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int getIndex() const { return _boneIndex; }
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float getWeight() const { return _boneWeight; }
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};
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typedef std::vector<std::vector<IndexWeightEntry> > VertexIndexWeightList;
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RigTransformHardware();
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osg::Vec4Array* getVertexAttrib(int index);
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int getNumVertexAttrib();
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osg::Uniform* getMatrixPaletteUniform();
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void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
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int getNumBonesPerVertex() const;
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int getNumVertexes() const;
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bool createPalette(int nbVertexes, BoneMap boneMap, const VertexInfluenceSet::VertexIndexToBoneWeightMap& vertexIndexToBoneWeightMap);
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virtual void operator()(RigGeometry&);
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void setShader(osg::Shader*);
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protected:
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bool init(RigGeometry&);
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BoneWeightAttribList createVertexAttribList();
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osg::Uniform* createVertexUniform();
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int _bonesPerVertex;
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int _nbVertexes;
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VertexIndexWeightList _vertexIndexMatrixWeightList;
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BonePalette _bonePalette;
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BoneWeightAttribList _boneWeightAttribArrays;
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osg::ref_ptr<osg::Uniform> _uniformMatrixPalette;
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osg::ref_ptr<osg::Shader> _shader;
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bool _needInit;
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};
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}
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#endif
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