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

@@ -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: