From Michael Platings, I've moved the matrix updating from UpdateSkeleton to UpdateBone. UpdateSkeleton now merely checks that Bones appear before other children and issues a warning if this isn't the case

This commit is contained in:
Cedric Pinson
2009-08-27 16:21:01 +00:00
parent 729d5205ef
commit 3f9216800d
4 changed files with 160 additions and 118 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
@@ -17,28 +17,11 @@
using namespace osgAnimation;
struct computeBindMatrixVisitor : public osg::NodeVisitor
class ValidateSkeletonVisitor : 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;
if (bone->needToComputeBindMatrix())
bone->computeBindMatrix();
traverse(node);
}
};
struct updateMatrixVisitor : public osg::NodeVisitor
{
osg::Matrix _skeleton;
updateMatrixVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) { return ;}
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
@@ -46,41 +29,47 @@ struct updateMatrixVisitor : public osg::NodeVisitor
if (!bone)
return;
Bone* parent = bone->getBoneParent();
if (bone->needToComputeBindMatrix())
bool foundNonBone = false;
for (unsigned 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 (_needValidate && nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Skeleton* b = dynamic_cast<Skeleton*>(node);
if (b)
{
// 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;
node->accept(visitor);
}
_needValidate = false;
}
traverse(node,nv);
}
Skeleton::Skeleton()
{
}