From Cedric Pinson, Pulled in osgAnimation from OpenSceneGraph-osgWidget-dev into svn/trunk.
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93
src/osgAnimation/RigGeometry.cpp
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93
src/osgAnimation/RigGeometry.cpp
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@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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*
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* Cedric Pinson <mornifle@plopbyte.net>
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*
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*/
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#include <osgAnimation/RigGeometry>
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void osgAnimation::RigGeometry::buildTransformer(Skeleton* root)
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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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}
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void osgAnimation::RigGeometry::buildVertexSet()
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{
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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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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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_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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}
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void osgAnimation::RigGeometry::computeMatrixFromRootSkeleton()
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{
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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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_invMatrixFromSkeletonToGeometry = osg::Matrix::inverse(_matrixFromSkeletonToGeometry);
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_needToComputeMatrix = false;
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}
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void osgAnimation::RigGeometry::transformSoftwareMethod()
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{
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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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{
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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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}
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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.compute<osg::Vec3>(_matrixFromSkeletonToGeometry, _invMatrixFromSkeletonToGeometry, &_normalSource.front(), &normal->front());
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normal->dirty();
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}
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dirtyBound();
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}
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const osgAnimation::Skeleton* osgAnimation::RigGeometry::getSkeleton() const { return _root.get(); }
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osgAnimation::Skeleton* osgAnimation::RigGeometry::getSkeleton() { return _root.get(); }
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