2.8 branch: backport of osgAnimation from svn head 11026.
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@@ -1,5 +1,5 @@
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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 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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@@ -14,29 +14,29 @@
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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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struct computeBindMatrixVisitor : public osg::NodeVisitor
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{
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osg::Matrix _skeleton;
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computeBindMatrixVisitor(): 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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Bone* bone = dynamic_cast<Bone*>(&node);
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if (!bone)
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return;
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bone->computeBindMatrix();
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traverse(node);
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}
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};
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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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struct updateMatrixVisitor : public osg::NodeVisitor
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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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osg::Matrix _skeleton;
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updateMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
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void apply(osg::Node& node) { return ;}
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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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@@ -44,45 +44,50 @@ struct updateMatrixVisitor : public osg::NodeVisitor
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if (!bone)
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return;
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Bone* parent = bone->getBoneParent();
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if (bone->needToComputeBindMatrix())
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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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computeBindMatrixVisitor visitor;
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bone->accept(visitor);
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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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if (parent)
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bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace() * bone->getBoneParent()->getMatrixInSkeletonSpace());
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else
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bone->setMatrixInSkeletonSpace(bone->getMatrixInBoneSpace());
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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 && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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Skeleton* b = dynamic_cast<Skeleton*>(node);
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if (b)
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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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// apply the updater only on the root bone, The udpateMatrixVisitor will
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// traverse only bone and will update only bone. Then we continu on the classic
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// process. It's important to update Bone before other things because the update
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// of RigGeometry need it
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updateMatrixVisitor visitor;
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b->accept(visitor);
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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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Skeleton::Skeleton()
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{
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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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