From Cedric Pinson, The following commit include:

* Refactore of RigGeometry to support hardware skinning
* Refactore of Timeline to split Action in differents files
* Add example how to use hardware skinning
This commit is contained in:
Cedric Pinson
2009-10-27 15:37:13 +00:00
parent 874a13ee42
commit 8454d414a8
26 changed files with 1265 additions and 384 deletions

View File

@@ -57,6 +57,17 @@ namespace osgAnimation
_nestedCallback = callback;
}
void removeCallback(Callback* cb)
{
if (!cb)
return;
if (_nestedCallback.get() == cb)
_nestedCallback = _nestedCallback->getNestedCallback();
else
_nestedCallback->removeCallback(cb);
}
protected:
osg::ref_ptr<Callback> _nestedCallback;
};
@@ -87,7 +98,9 @@ namespace osgAnimation
return 0;
return _framesCallback[frame].get();
}
void removeCallback(Callback*);
Callback* getFrameCallback(unsigned int frame);
Callback* getFrameCallback(double time);
unsigned int getFramesPerSecond() const { return _fps; }
@@ -127,82 +140,6 @@ namespace osgAnimation
// blend in from 0 to weight in duration
class OSGANIMATION_EXPORT BlendIn : public Action
{
double _weight;
osg::ref_ptr<Animation> _animation;
public:
META_Action(osgAnimation, BlendIn);
BlendIn() : _weight(0) {}
BlendIn(const BlendIn& a, const osg::CopyOp& c) : Action(a,c) { _weight = a._weight; _animation = a._animation;}
BlendIn(Animation* animation, double duration, double weight);
double getWeight() const { return _weight;}
Animation* getAnimation() { return _animation.get(); }
void computeWeight(unsigned int frame);
};
// blend in from 0 to weight in duration
class OSGANIMATION_EXPORT BlendOut : public Action
{
double _weight;
osg::ref_ptr<Animation> _animation;
public:
META_Action(osgAnimation, BlendOut);
BlendOut() : _weight(0) {}
BlendOut(const BlendOut& a, const osg::CopyOp& c) : Action(a,c) { _weight = a._weight; _animation = a._animation;}
BlendOut(Animation* animation, double duration);
Animation* getAnimation() { return _animation.get(); }
double getWeight() const { return _weight;}
void computeWeight(unsigned int frame);
};
class OSGANIMATION_EXPORT ActionAnimation : public Action
{
public:
META_Action(osgAnimation, ActionAnimation);
ActionAnimation() {}
ActionAnimation(const ActionAnimation& a, const osg::CopyOp& c) : Action(a,c) { _animation = a._animation;}
ActionAnimation(Animation* animation);
void updateAnimation(unsigned int frame, int priority);
Animation* getAnimation() { return _animation.get(); }
protected:
osg::ref_ptr<Animation> _animation;
};
// encapsulate animation with blend in blend out for classic usage
class OSGANIMATION_EXPORT StripAnimation : public Action
{
public:
META_Action(osgAnimation, StripAnimation);
StripAnimation() {}
StripAnimation(const StripAnimation& a, const osg::CopyOp& c);
StripAnimation(Animation* animation, double blendInDuration = 0.0, double blendOutDuration = 0.0, double blendInWeightTarget = 1.0 );
ActionAnimation* getActionAnimation() { return _animation.get(); }
BlendIn* getBlendIn() { return _blendIn.get(); }
BlendOut* getBlendOut() { return _blendOut.second.get(); }
const ActionAnimation* getActionAnimation() const { return _animation.get(); }
const BlendIn* getBlendIn() const { return _blendIn.get(); }
const BlendOut* getBlendOut() const { return _blendOut.second.get(); }
unsigned int getBlendOutStartFrame() const { return _blendOut.first; }
unsigned int getLoop() const { return _animation->getLoop(); }
void setLoop(unsigned int loop);
void traverse(ActionVisitor& visitor);
protected:
typedef std::pair<unsigned int, osg::ref_ptr<BlendOut> > FrameBlendOut;
osg::ref_ptr<BlendIn> _blendIn;
FrameBlendOut _blendOut;
osg::ref_ptr<ActionAnimation> _animation;
};
}
#endif

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@@ -0,0 +1,41 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_ACTION_ANIMATION_H
#define OSGANIMATION_ACTION_ANIMATION_H
#include <osgAnimation/Action>
#include <osgAnimation/Export>
namespace osgAnimation {
class OSGANIMATION_EXPORT ActionAnimation : public Action
{
public:
META_Action(osgAnimation, ActionAnimation);
ActionAnimation();
ActionAnimation(const ActionAnimation& a, const osg::CopyOp& c);
ActionAnimation(Animation* animation);
void updateAnimation(unsigned int frame, int priority);
Animation* getAnimation() { return _animation.get(); }
protected:
osg::ref_ptr<Animation> _animation;
};
}
#endif

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@@ -0,0 +1,44 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_ACTION_BLENDIN_H
#define OSGANIMATION_ACTION_BLENDIN_H
#include <osgAnimation/Action>
#include <osgAnimation/Export>
namespace osgAnimation {
/// blend in from 0 to weight in duration
class OSGANIMATION_EXPORT ActionBlendIn : public Action
{
public:
META_Action(osgAnimation, ActionBlendIn);
ActionBlendIn();
ActionBlendIn(const ActionBlendIn& a, const osg::CopyOp& c);
ActionBlendIn(Animation* animation, double duration, double weight);
double getWeight() const { return _weight;}
Animation* getAnimation() { return _animation.get(); }
void computeWeight(unsigned int frame);
protected:
double _weight;
osg::ref_ptr<Animation> _animation;
};
}
#endif

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@@ -0,0 +1,45 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_ACTION_BLENDOUT_H
#define OSGANIMATION_ACTION_BLENDOUT_H
#include <osgAnimation/Action>
#include <osgAnimation/Export>
namespace osgAnimation {
/// blend out from weight to 0 in duration
class OSGANIMATION_EXPORT ActionBlendOut : public Action
{
public:
META_Action(osgAnimation, ActionBlendOut);
ActionBlendOut();
ActionBlendOut(const ActionBlendOut& a, const osg::CopyOp& c);
ActionBlendOut(Animation* animation, double duration);
Animation* getAnimation() { return _animation.get(); }
double getWeight() const { return _weight;}
void computeWeight(unsigned int frame);
protected:
double _weight;
osg::ref_ptr<Animation> _animation;
};
}
#endif

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@@ -0,0 +1,57 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_ACTION_STRIPANIMATION_H
#define OSGANIMATION_ACTION_STRIPANIMATION_H
#include <osgAnimation/Action>
#include <osgAnimation/Export>
#include <osgAnimation/FrameAction>
#include <osgAnimation/ActionBlendIn>
#include <osgAnimation/ActionBlendOut>
#include <osgAnimation/ActionAnimation>
namespace osgAnimation
{
// encapsulate animation with blend in blend out for classic usage
class OSGANIMATION_EXPORT ActionStripAnimation : public Action
{
public:
META_Action(osgAnimation, ActionStripAnimation);
ActionStripAnimation() {}
ActionStripAnimation(const ActionStripAnimation& a, const osg::CopyOp& c);
ActionStripAnimation(Animation* animation, double blendInDuration = 0.0, double blendOutDuration = 0.0, double blendInWeightTarget = 1.0 );
ActionAnimation* getAnimation();
ActionBlendIn* getBlendIn();
ActionBlendOut* getBlendOut();
const ActionAnimation* getAnimation() const;
const ActionBlendIn* getBlendIn() const;
const ActionBlendOut* getBlendOut() const;
unsigned int getBlendOutStartFrame() const;
unsigned int getLoop() const;
void setLoop(unsigned int loop);
void traverse(ActionVisitor& visitor);
protected:
typedef std::pair<unsigned int, osg::ref_ptr<ActionBlendOut> > FrameBlendOut;
osg::ref_ptr<ActionBlendIn> _blendIn;
FrameBlendOut _blendOut;
osg::ref_ptr<ActionAnimation> _animation;
};
}
#endif

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@@ -25,10 +25,10 @@ namespace osgAnimation
class Timeline;
class Action;
class BlendIn;
class BlendOut;
class ActionBlendIn;
class ActionBlendOut;
class ActionAnimation;
class StripAnimation;
class ActionStripAnimation;
#define META_ActionVisitor(library,name) \
virtual const char* libraryName() const { return #library; }\
@@ -56,10 +56,10 @@ namespace osgAnimation
virtual void apply(Action& action);
virtual void apply(Timeline& tm);
virtual void apply(BlendIn& action);
virtual void apply(BlendOut& action);
virtual void apply(ActionBlendIn& action);
virtual void apply(ActionBlendOut& action);
virtual void apply(ActionAnimation& action);
virtual void apply(StripAnimation& action);
virtual void apply(ActionStripAnimation& action);
protected:
std::vector<FrameAction> _stackFrameAction;
@@ -72,7 +72,7 @@ namespace osgAnimation
{
protected:
unsigned int _frame;
unsigned int _currentAnimationPriority;
public:
META_ActionVisitor(osgAnimation, UpdateActionVisitor);
UpdateActionVisitor();
@@ -83,10 +83,10 @@ namespace osgAnimation
void apply(Timeline& action);
void apply(Action& action);
void apply(BlendIn& action);
void apply(BlendOut& action);
void apply(ActionBlendIn& action);
void apply(ActionBlendOut& action);
void apply(ActionAnimation& action);
void apply(StripAnimation& action);
void apply(ActionStripAnimation& action);
};

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@@ -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
@@ -16,8 +16,8 @@
#define OSGANIMATION_RIGGEOMETRY_H
#include <osgAnimation/Export>
#include <osgAnimation/Skinning>
#include <osgAnimation/Skeleton>
#include <osgAnimation/RigTransform>
#include <osg/Geometry>
namespace osgAnimation
@@ -33,44 +33,51 @@ namespace osgAnimation
META_Object(osgAnimation, RigGeometry);
void setInfluenceMap(osgAnimation::VertexInfluenceMap* vertexInfluenceMap) { _vertexInfluenceMap = vertexInfluenceMap; }
const osgAnimation::VertexInfluenceMap* getInfluenceMap() const { return _vertexInfluenceMap.get();}
osgAnimation::VertexInfluenceMap* getInfluenceMap() { return _vertexInfluenceMap.get();}
void setInfluenceMap(VertexInfluenceMap* vertexInfluenceMap) { _vertexInfluenceMap = vertexInfluenceMap; }
const VertexInfluenceMap* getInfluenceMap() const { return _vertexInfluenceMap.get();}
VertexInfluenceMap* getInfluenceMap() { return _vertexInfluenceMap.get();}
const Skeleton* getSkeleton() const;
Skeleton* getSkeleton();
// will be used by the update callback to init correctly the rig mesh
void setSkeleton(Skeleton*);
void setNeedToComputeMatrix(bool state) { _needToComputeMatrix = state;}
bool getNeedToComputeMatrix() const { return _needToComputeMatrix;}
void buildVertexSet();
void buildTransformer(Skeleton* root);
// this build the internal database about vertex influence and bones
void buildVertexInfluenceSet();
const VertexInfluenceSet& getVertexInfluenceSet() const;
void computeMatrixFromRootSkeleton();
virtual void transformSoftwareMethod();
const osgAnimation::VertexInfluenceSet& getVertexInfluenceSet() const { return _vertexInfluenceSet;}
const std::vector<osg::Vec3>& getPositionSource() const { return _positionSource;}
const std::vector<osg::Vec3>& getNormalSource() const { return _normalSource;}
// set implementation of rig method
void setRigTransformImplementation(RigTransform*);
RigTransform* getRigTransformImplementation();
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
void update();
const osg::Matrix& getMatrixFromSkeletonToGeometry() const;
const osg::Matrix& getInvMatrixFromSkeletonToGeometry() const;
protected:
std::vector<osg::Vec3> _positionSource;
std::vector<osg::Vec3> _normalSource;
osg::ref_ptr<RigTransform> _rigTransformImplementation;
osgAnimation::VertexInfluenceSet _vertexInfluenceSet;
osg::ref_ptr<osgAnimation::VertexInfluenceMap> _vertexInfluenceMap;
osgAnimation::TransformVertexFunctor _transformVertexes;
VertexInfluenceSet _vertexInfluenceSet;
osg::ref_ptr<VertexInfluenceMap> _vertexInfluenceMap;
osg::Matrix _matrixFromSkeletonToGeometry;
osg::Matrix _invMatrixFromSkeletonToGeometry;
osg::observer_ptr<Skeleton> _root;
bool _needToComputeMatrix;
struct FindNearestParentSkeleton : public osg::NodeVisitor
{
osg::ref_ptr<osgAnimation::Skeleton> _root;
osg::ref_ptr<Skeleton> _root;
FindNearestParentSkeleton() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_PARENTS) {}
void apply(osg::Transform& node)
{
@@ -98,8 +105,8 @@ namespace osgAnimation
if (!finder._root.valid())
return;
geom->buildVertexSet();
geom->buildTransformer(finder._root.get());
geom->buildVertexInfluenceSet();
geom->setSkeleton(finder._root.get());
}
if (!geom->getSkeleton())
@@ -107,34 +114,10 @@ namespace osgAnimation
if (geom->getNeedToComputeMatrix())
geom->computeMatrixFromRootSkeleton();
geom->transformSoftwareMethod();
geom->update();
}
};
/** BuildVertexTransformerVisitor is used to setup RigGeometry drawable
* throw a subgraph.
*/
struct BuildVertexTransformerVisitor : public osg::NodeVisitor
{
osg::ref_ptr<Skeleton> _root;
BuildVertexTransformerVisitor(Skeleton* root): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) { _root = root;}
META_NodeVisitor("osgAnimation","BuildVertexTransformerVisitor")
void apply(osg::Geode& node)
{
int num = node.getNumDrawables();
for (int i = 0; i < num; i++) {
RigGeometry* geom = dynamic_cast<RigGeometry*>(node.getDrawable(i));
if (geom)
{
geom->buildVertexSet();
geom->buildTransformer(_root.get());
}
}
}
};
};
}

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@@ -0,0 +1,40 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_RIGTRANSFORM_H
#define OSGANIMATION_RIGTRANSFORM_H
#include <osg/Referenced>
namespace osgAnimation
{
class RigGeometry;
class RigTransform : public osg::Referenced
{
public:
RigTransform() : _needInit(true) {}
virtual ~RigTransform() {}
bool needInit() const { return _needInit; }
virtual bool init(RigGeometry&) = 0;
virtual void update(RigGeometry&) = 0;
protected:
bool _needInit;
};
}
#endif

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@@ -0,0 +1,82 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_RIG_TRANSFORM_HARDWARE_H
#define OSGANIMATION_RIG_TRANSFORM_HARDWARE_H 1
#include <osgAnimation/Export>
#include <osgAnimation/RigTransform>
#include <osgAnimation/VertexInfluence>
#include <osgAnimation/Bone>
#include <osg/Matrix>
#include <osg/Array>
namespace osgAnimation
{
class RigGeometry;
/// This class manage format for hardware skinning
class OSGANIMATION_EXPORT RigTransformHardware : public RigTransform
{
public:
typedef osg::Matrix MatrixType;
typedef osgAnimation::Bone BoneType;
typedef Bone::BoneMap BoneMap;
typedef std::vector<osg::ref_ptr<osg::Vec4Array> > BoneWeightAttribList;
typedef std::vector<osg::ref_ptr<BoneType> > BonePalette;
typedef std::vector<osg::Matrix> MatrixPalette;
struct IndexWeightEntry
{
int _boneIndex;
float _boneWeight;
IndexWeightEntry() { _boneIndex = 0; _boneWeight = 0;}
IndexWeightEntry(float index, float weight) { _boneIndex = index; _boneWeight = weight;}
int getIndex() const { return _boneIndex; }
float getWeight() const { return _boneWeight; }
};
typedef std::vector<std::vector<IndexWeightEntry> > VertexIndexWeightList;
osg::Vec4Array* getVertexAttrib(int index);
int getNumVertexAttrib();
osg::Uniform* getMatrixPaletteUniform();
void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
int getNumBonesPerVertex() const;
int getNumVertexes() const;
bool createPalette(int nbVertexes, BoneMap boneMap, const VertexInfluenceSet::VertexIndexToBoneWeightMap& vertexIndexToBoneWeightMap);
virtual bool init(RigGeometry&);
virtual void update(RigGeometry&);
void setShader(osg::Shader*);
protected:
BoneWeightAttribList createVertexAttribList();
osg::Uniform* createVertexUniform();
int _bonesPerVertex;
int _nbVertexes;
VertexIndexWeightList _vertexIndexMatrixWeightList;
BonePalette _bonePalette;
BoneWeightAttribList _boneWeightAttribArrays;
osg::ref_ptr<osg::Uniform> _uniformMatrixPalette;
osg::ref_ptr<osg::Shader> _shader;
};
}
#endif

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@@ -0,0 +1,168 @@
/* -*-c++-*-
* Copyright (C) 2009 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H
#define OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H 1
#include <osgAnimation/Export>
#include <osgAnimation/RigTransform>
#include <osgAnimation/Bone>
namespace osgAnimation
{
class RigGeometry;
/// This class manage format for hardware skinning
class OSGANIMATION_EXPORT RigTransformSoftware : public RigTransform
{
public:
virtual bool init(RigGeometry&);
virtual void update(RigGeometry&);
class BoneWeight
{
public:
BoneWeight(Bone* bone, float weight) : _bone(bone), _weight(weight) {}
const Bone* getBone() const { return _bone.get(); }
float getWeight() const { return _weight; }
void setWeight(float w) { _weight = w; }
protected:
osg::observer_ptr<Bone> _bone;
float _weight;
};
typedef std::vector<BoneWeight> BoneWeightList;
typedef std::vector<int> VertexList;
class UniqBoneSetVertexSet
{
public:
BoneWeightList& getBones() { return _bones; }
VertexList& getVertexes() { return _vertexes; }
void resetMatrix()
{
_result.set(0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1);
}
void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
{
osg::Matrix m = invBindMatrix * matrix;
osg::Matrix::value_type* ptr = m.ptr();
osg::Matrix::value_type* ptrresult = _result.ptr();
ptrresult[0] += ptr[0] * weight;
ptrresult[1] += ptr[1] * weight;
ptrresult[2] += ptr[2] * weight;
ptrresult[4] += ptr[4] * weight;
ptrresult[5] += ptr[5] * weight;
ptrresult[6] += ptr[6] * weight;
ptrresult[8] += ptr[8] * weight;
ptrresult[9] += ptr[9] * weight;
ptrresult[10] += ptr[10] * weight;
ptrresult[12] += ptr[12] * weight;
ptrresult[13] += ptr[13] * weight;
ptrresult[14] += ptr[14] * weight;
}
void computeMatrixForVertexSet()
{
if (_bones.empty())
{
osg::notify(osg::WARN) << "RigTransformSoftware::UniqBoneSetVertexSet no bones found" << std::endl;
_result = osg::Matrix::identity();
return;
}
resetMatrix();
int size = _bones.size();
for (int i = 0; i < size; i++)
{
const Bone* bone = _bones[i].getBone();
const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
const osg::Matrix& matrix = bone->getMatrixInSkeletonSpace();
osg::Matrix::value_type w = _bones[i].getWeight();
accummulateMatrix(invBindMatrix, matrix, w);
}
}
const osg::Matrix& getMatrix() const { return _result;}
protected:
BoneWeightList _bones;
VertexList _vertexes;
osg::Matrix _result;
};
template <class V> void compute(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
{
// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
int size = _boneSetVertexSet.size();
for (int i = 0; i < size; i++)
{
UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
uniq.computeMatrixForVertexSet();
osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
const VertexList& vertexes = uniq.getVertexes();
int vertexSize = vertexes.size();
for (int j = 0; j < vertexSize; j++)
{
int idx = vertexes[j];
dst[idx] = src[idx] * matrix;
}
}
}
template <class V> void computeNormal(const osg::Matrix& transform, const osg::Matrix& invTransform, const V* src, V* dst)
{
int size = _boneSetVertexSet.size();
for (int i = 0; i < size; i++)
{
UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
uniq.computeMatrixForVertexSet();
osg::Matrix matrix = transform * uniq.getMatrix() * invTransform;
const VertexList& vertexes = uniq.getVertexes();
int vertexSize = vertexes.size();
for (int j = 0; j < vertexSize; j++)
{
int idx = vertexes[j];
dst[idx] = osg::Matrix::transform3x3(src[idx],matrix);
}
}
}
const std::vector<osg::Vec3>& getPositionSource() const { return _positionSource;}
const std::vector<osg::Vec3>& getNormalSource() const { return _normalSource;}
protected:
void initVertexSetFromBones(const Bone::BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence);
std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;
std::vector<osg::Vec3> _positionSource;
std::vector<osg::Vec3> _normalSource;
};
}
#endif

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@@ -41,10 +41,10 @@ namespace osgAnimation
void setFrame(unsigned int frame) { _frame = frame; }
void apply(Timeline& action);
void apply(Action& action);
void apply(BlendIn& action);
void apply(BlendOut& action);
void apply(ActionBlendIn& action);
void apply(ActionBlendOut& action);
void apply(ActionAnimation& action);
void apply(StripAnimation& action);
void apply(ActionStripAnimation& action);
};

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@@ -62,7 +62,7 @@ namespace osgAnimation
virtual void addActionAt(unsigned int frame, Action* action, int priority = 0);
virtual void addActionAt(double t, Action* action, int priority = 0);
void addActionNow(Action* action, int priority = 0);
void clearActions();
virtual void update(double simulationTime);

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@@ -12,8 +12,8 @@
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_VERTEX_INFLUENCES_H
#define OSGANIMATION_VERTEX_INFLUENCES_H
#ifndef OSGANIMATION_VERTEX_INFLUENCE_H
#define OSGANIMATION_VERTEX_INFLUENCE_H 1
#include <osg/Object>
#include <osgAnimation/Export>
@@ -38,8 +38,6 @@ namespace osgAnimation
std::string _name;
};
// typedef std::map<std::string, VertexInfluence> VertexInfluenceMap;
class VertexInfluenceMap : public std::map<std::string, VertexInfluence> , public osg::Object
{
public:
@@ -73,7 +71,7 @@ namespace osgAnimation
typedef std::vector<BoneWeight> BoneWeightList;
typedef std::map<int,BoneWeightList> VertexIndexToBoneWeightMap;
class UniqVertexSetToBoneSet
class UniqVertexSetToBoneSet
{
public:
void setBones(BoneWeightList& bones) { _bones = bones;}
@@ -88,14 +86,10 @@ namespace osgAnimation
typedef std::vector<UniqVertexSetToBoneSet> UniqVertexSetToBoneSetList;
const UniqVertexSetToBoneSetList& getUniqVertexSetToBoneSetList() const { return _uniqVertexSetToBoneSet;}
void addVertexInfluence(const VertexInfluence& v) { _bone2Vertexes.push_back(v); }
void addVertexInfluence(const VertexInfluence& v);
void buildVertex2BoneList();
void buildUniqVertexSetToBoneSetList();
void clear()
{
_bone2Vertexes.clear();
_uniqVertexSetToBoneSet.clear();
}
void clear();
const VertexIndexToBoneWeightMap& getVertexToBoneList() const;
protected: