2.8 branch: backport of osgAnimation from svn head 11026.

This commit is contained in:
Paul MARTZ
2010-03-13 20:55:16 +00:00
parent 15fd3bdcc2
commit 38e68ed7f1
84 changed files with 6677 additions and 1331 deletions

View File

@@ -1,5 +1,5 @@
/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
@@ -14,29 +14,29 @@
#include <osgAnimation/Skeleton>
#include <osgAnimation/Bone>
#include <osg/Notify>
using namespace osgAnimation;
struct computeBindMatrixVisitor : public osg::NodeVisitor
{
osg::Matrix _skeleton;
computeBindMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return ;}
void apply(osg::Transform& node)
{
Bone* bone = dynamic_cast<Bone*>(&node);
if (!bone)
return;
bone->computeBindMatrix();
traverse(node);
}
};
Skeleton::Skeleton() {}
Skeleton::Skeleton(const Skeleton& b, const osg::CopyOp& copyop) : osg::MatrixTransform(b,copyop) {}
struct updateMatrixVisitor : public osg::NodeVisitor
Skeleton::UpdateSkeleton::UpdateSkeleton() : _needValidate(true) {}
Skeleton::UpdateSkeleton::UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop)
{
osg::Matrix _skeleton;
updateMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return ;}
_needValidate = true;
}
bool Skeleton::UpdateSkeleton::needToValidate() const
{
return _needValidate;
}
class ValidateSkeletonVisitor : public osg::NodeVisitor
{
public:
ValidateSkeletonVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return; }
void apply(osg::Transform& node)
{
// the idea is to traverse the skeleton or bone but to stop if other node is found
@@ -44,45 +44,50 @@ struct updateMatrixVisitor : public osg::NodeVisitor
if (!bone)
return;
Bone* parent = bone->getBoneParent();
if (bone->needToComputeBindMatrix())
bool foundNonBone = false;
for (unsigned int i = 0; i < bone->getNumChildren(); ++i)
{
computeBindMatrixVisitor visitor;
bone->accept(visitor);
if (dynamic_cast<Bone*>(bone->getChild(i)))
{
if (foundNonBone)
{
osg::notify(osg::WARN) <<
"Warning: a Bone was found after a non-Bone child "
"within a Skeleton. Children of a Bone must be ordered "
"with all child Bones first for correct update order." << std::endl;
setTraversalMode(TRAVERSE_NONE);
return;
}
}
else
{
foundNonBone = true;
}
}
if (parent)
bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace() * bone->getBoneParent()->getMatrixInSkeletonSpace());
else
bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace());
traverse(node);
}
};
void Skeleton::UpdateSkeleton::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Skeleton* b = dynamic_cast<Skeleton*>(node);
if (b)
Skeleton* skeleton = dynamic_cast<Skeleton*>(node);
if (_needValidate && skeleton)
{
// apply the updater only on the root bone, The udpateMatrixVisitor will
// traverse only bone and will update only bone. Then we continu on the classic
// process. It's important to update Bone before other things because the update
// of RigGeometry need it
updateMatrixVisitor visitor;
b->accept(visitor);
ValidateSkeletonVisitor visitor;
for (unsigned int i = 0; i < skeleton->getNumChildren(); ++i)
{
osg::Node* child = skeleton->getChild(i);
child->accept(visitor);
}
_needValidate = false;
}
}
traverse(node,nv);
}
Skeleton::Skeleton()
{
}
void Skeleton::setDefaultUpdateCallback()
{
setUpdateCallback(new Skeleton::UpdateSkeleton );