2.8 branch: backport of osgAnimation from svn head 11026.
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@@ -1,129 +1,209 @@
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program 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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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Authors:
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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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* Cedric Pinson <mornifle@plopbyte.net>
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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/VertexInfluence>
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#include <osgAnimation/RigGeometry>
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#include <osgAnimation/RigTransformSoftware>
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#include <sstream>
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#include <osg/GL2Extensions>
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using namespace osgAnimation;
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// The idea is to compute a bounding box with a factor x of the first step we compute the bounding box
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class RigComputeBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
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{
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public:
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RigComputeBoundingBoxCallback(double factor = 2.0) : _computed(false), _factor(factor) {}
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void reset() { _computed = false; }
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virtual osg::BoundingBox computeBound(const osg::Drawable& drawable) const
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{
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const osgAnimation::RigGeometry& rig = dynamic_cast<const osgAnimation::RigGeometry&>(drawable);
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// if a valid inital bounding box is set we use it without asking more
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if (rig.getInitialBound().valid())
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return rig.getInitialBound();
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if (_computed)
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return _boundingBox;
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// if the computing of bb is invalid (like no geometry inside)
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// then dont tag the bounding box as computed
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osg::BoundingBox bb = rig.computeBound();
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if (!bb.valid())
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return bb;
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_boundingBox.expandBy(bb);
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osg::Vec3 center = _boundingBox.center();
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osg::Vec3 vec = (_boundingBox._max-center)*_factor;
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_boundingBox.expandBy(center + vec);
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_boundingBox.expandBy(center - vec);
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_computed = true;
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// osg::notify(osg::NOTICE) << "build the bounding box for RigGeometry " << rig.getName() << " " << _boundingBox._min << " " << _boundingBox._max << std::endl;
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return _boundingBox;
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}
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protected:
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mutable bool _computed;
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double _factor;
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mutable osg::BoundingBox _boundingBox;
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};
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RigGeometry::RigGeometry()
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{
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setUseDisplayList(false);
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_supportsDisplayList = false;
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setUseVertexBufferObjects(true);
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setUpdateCallback(new UpdateVertex);
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setDataVariance(osg::Object::DYNAMIC);
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_needToComputeMatrix = true;
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_matrixFromSkeletonToGeometry = _invMatrixFromSkeletonToGeometry = osg::Matrix::identity();
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// disable the computation of boundingbox for the rig mesh
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setComputeBoundingBoxCallback(new RigComputeBoundingBoxCallback);
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}
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RigGeometry::RigGeometry(const osg::Geometry& b) : osg::Geometry(b, osg::CopyOp::SHALLOW_COPY)
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{
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setUseDisplayList(false);
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setUpdateCallback(new UpdateVertex);
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setDataVariance(osg::Object::DYNAMIC);
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_needToComputeMatrix = true;
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_matrixFromSkeletonToGeometry = _invMatrixFromSkeletonToGeometry = osg::Matrix::identity();
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}
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RigGeometry::RigGeometry(const RigGeometry& b, const osg::CopyOp& copyop) :
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RigGeometry::RigGeometry(const RigGeometry& b, const osg::CopyOp& copyop) :
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osg::Geometry(b,copyop),
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_positionSource(b._positionSource),
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_normalSource(b._normalSource),
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_geometry(b._geometry),
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_vertexInfluenceSet(b._vertexInfluenceSet),
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_vertexInfluenceMap(b._vertexInfluenceMap),
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_transformVertexes(b._transformVertexes),
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_needToComputeMatrix(b._needToComputeMatrix)
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_needToComputeMatrix(b._needToComputeMatrix)
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{
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// we dont copy the RigImplementation yet. because the RigImplementation need to be initialized in a valid graph, with a skeleton ...
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// dont know yet what to do with a clone of a RigGeometry
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}
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void RigGeometry::buildTransformer(Skeleton* root)
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const osg::Matrix& RigGeometry::getMatrixFromSkeletonToGeometry() const { return _matrixFromSkeletonToGeometry; }
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const osg::Matrix& RigGeometry::getInvMatrixFromSkeletonToGeometry() const { return _invMatrixFromSkeletonToGeometry;}
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void RigGeometry::drawImplementation(osg::RenderInfo& renderInfo) const
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{
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Bone::BoneMap bm = root->getBoneMap();
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_transformVertexes.init(bm, _vertexInfluenceSet.getUniqVertexSetToBoneSetList());
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_root = root;
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osg::Geometry::drawImplementation(renderInfo);
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}
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void RigGeometry::buildVertexSet()
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void RigGeometry::buildVertexInfluenceSet()
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{
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if (!_vertexInfluenceMap.valid())
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if (!_vertexInfluenceMap.valid())
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{
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osg::notify(osg::WARN) << "buildVertexSet can't be called without VertexInfluence already set to the RigGeometry ( " << getName() << " ) " << std::endl;
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osg::notify(osg::WARN) << "buildVertexInfluenceSet can't be called without VertexInfluence already set to the RigGeometry ( " << getName() << " ) " << std::endl;
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return;
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}
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_vertexInfluenceSet.clear();
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for (osgAnimation::VertexInfluenceMap::iterator it = _vertexInfluenceMap->begin();
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it != _vertexInfluenceMap->end();
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it++)
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++it)
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_vertexInfluenceSet.addVertexInfluence(it->second);
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_vertexInfluenceSet.buildVertex2BoneList();
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_vertexInfluenceSet.buildUniqVertexSetToBoneSetList();
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std::cout << "uniq groups " << _vertexInfluenceSet.getUniqVertexSetToBoneSetList().size() << " for " << getName() << std::endl;
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osg::notify(osg::NOTICE) << "uniq groups " << _vertexInfluenceSet.getUniqVertexSetToBoneSetList().size() << " for " << getName() << std::endl;
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}
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void RigGeometry::computeMatrixFromRootSkeleton()
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void RigGeometry::computeMatrixFromRootSkeleton()
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{
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if (!_root.valid())
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if (!_root.valid())
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{
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osg::notify(osg::WARN) << "Warning " << className() <<"::computeMatrixFromRootSkeleton if you have this message it means you miss to call buildTransformer(Skeleton* root), or your RigGeometry (" << getName() <<") is not attached to a Skeleton subgraph" << std::endl;
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return;
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}
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osg::MatrixList mtxList = getParent(0)->getWorldMatrices(_root.get());
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_matrixFromSkeletonToGeometry = mtxList[0];
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osg::Matrix notRoot = _root->getMatrix();
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_matrixFromSkeletonToGeometry = mtxList[0] * osg::Matrix::inverse(notRoot);
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_invMatrixFromSkeletonToGeometry = osg::Matrix::inverse(_matrixFromSkeletonToGeometry);
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_needToComputeMatrix = false;
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}
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void RigGeometry::transformSoftwareMethod()
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void RigGeometry::update()
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{
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setUseDisplayList(false);
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setUseVertexBufferObjects(true);
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// std::cout << getName() << " _matrixFromSkeletonToGeometry" << _matrixFromSkeletonToGeometry << std::endl;
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osg::Vec3Array* pos = dynamic_cast<osg::Vec3Array*>(getVertexArray());
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if (pos && _positionSource.size() != pos->size())
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if (!getRigTransformImplementation())
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{
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_positionSource = std::vector<osg::Vec3>(pos->begin(),pos->end());
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getVertexArray()->setDataVariance(osg::Object::DYNAMIC);
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}
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osg::Vec3Array* normal = dynamic_cast<osg::Vec3Array*>(getNormalArray());
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if (normal && _normalSource.size() != normal->size())
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{
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_normalSource = std::vector<osg::Vec3>(normal->begin(),normal->end());
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getNormalArray()->setDataVariance(osg::Object::DYNAMIC);
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_rigTransformImplementation = new RigTransformSoftware;
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}
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if (!_positionSource.empty())
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{
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_transformVertexes.compute<osg::Vec3>(_matrixFromSkeletonToGeometry, _invMatrixFromSkeletonToGeometry, &_positionSource.front(), &pos->front());
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pos->dirty();
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}
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if (!_normalSource.empty())
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{
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_transformVertexes.computeNormal<osg::Vec3>(_matrixFromSkeletonToGeometry, _invMatrixFromSkeletonToGeometry, &_normalSource.front(), &normal->front());
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normal->dirty();
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}
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if (getUseDisplayList())
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dirtyDisplayList();
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dirtyBound();
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RigTransform& implementation = *getRigTransformImplementation();
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(implementation)(*this);
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}
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const osgAnimation::Skeleton* RigGeometry::getSkeleton() const { return _root.get(); }
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osgAnimation::Skeleton* RigGeometry::getSkeleton() { return _root.get(); }
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void RigGeometry::copyFrom(osg::Geometry& from)
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{
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bool copyToSelf = (this==&from);
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osg::Geometry& target = *this;
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if (!copyToSelf) target.setStateSet(from.getStateSet());
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// copy over primitive sets.
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if (!copyToSelf) target.getPrimitiveSetList() = from.getPrimitiveSetList();
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if (from.getVertexArray())
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{
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if (!copyToSelf) target.setVertexArray(from.getVertexArray());
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}
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target.setNormalBinding(from.getNormalBinding());
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if (from.getNormalArray())
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{
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if (!copyToSelf) target.setNormalArray(from.getNormalArray());
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}
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target.setColorBinding(from.getColorBinding());
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if (from.getColorArray())
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{
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if (!copyToSelf) target.setColorArray(from.getColorArray());
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}
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target.setSecondaryColorBinding(from.getSecondaryColorBinding());
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if (from.getSecondaryColorArray())
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{
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if (!copyToSelf) target.setSecondaryColorArray(from.getSecondaryColorArray());
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}
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target.setFogCoordBinding(from.getFogCoordBinding());
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if (from.getFogCoordArray())
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{
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if (!copyToSelf) target.setFogCoordArray(from.getFogCoordArray());
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}
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for(unsigned int ti=0;ti<from.getNumTexCoordArrays();++ti)
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{
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if (from.getTexCoordArray(ti))
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{
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if (!copyToSelf) target.setTexCoordArray(ti,from.getTexCoordArray(ti));
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}
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}
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ArrayDataList& arrayList = from.getVertexAttribArrayList();
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for(unsigned int vi=0;vi< arrayList.size();++vi)
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{
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ArrayData& arrayData = arrayList[vi];
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if (arrayData.array.valid())
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{
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if (!copyToSelf) target.setVertexAttribData(vi,arrayData);
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}
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}
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}
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const VertexInfluenceSet& RigGeometry::getVertexInfluenceSet() const { return _vertexInfluenceSet;}
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const Skeleton* RigGeometry::getSkeleton() const { return _root.get(); }
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Skeleton* RigGeometry::getSkeleton() { return _root.get(); }
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void RigGeometry::setSkeleton(Skeleton* root) { _root = root;}
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RigTransform* RigGeometry::getRigTransformImplementation() { return _rigTransformImplementation.get(); }
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void RigGeometry::setRigTransformImplementation(RigTransform* rig) { _rigTransformImplementation = rig; }
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osg::Geometry* RigGeometry::getSourceGeometry() { return _geometry.get(); }
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const osg::Geometry* RigGeometry::getSourceGeometry() const { return _geometry.get(); }
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void RigGeometry::setSourceGeometry(osg::Geometry* geometry) { _geometry = geometry; }
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