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