From Cedric Pinson, "Here a list of changes:
Bone now inherit from MatrixTransform. It simplify a lot the update of Bone matrix. It helps to have the bone system more generic. eg it's now possible to have animation data with precomputed bind matrix. The other benefit, is now the collada plugin will be able to use osgAnimation to display skinned mesh. Michael Plating did a great work to improve this aspect, he is working on the collada plugin and should be able to submit a new version soon. The RigGeometry has been refactored so now it works when you save and reload RigGeometry because the source is not touched anymore. The benefit with this update is that it should be now possible to use a MorphGeometry as source for a RigGeometry. The bad news is that the format has changed, so i have rebuild osg-data related to osgAnimation data, updated the blender exporter to export to the new format. The fbx plugin could be touched about this commit, i dont compile it so i can't give more information about it. The bvh plugin has been updated by Wang rui so this one is fixed with the new code of osgAnimation. The examples has been updated to work with the new code too... The example osg-data/example.osg should be remove, it's an old example that does not work. For people using blender the blender exporter up to date is here: http://hg.plopbyte.net/osgexport2/ it will be merge to http://hg.plopbyte.net/osgexport/ as soon as the modification will be push in the trunk. "
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@@ -16,38 +16,20 @@
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* Michael Platings <mplatings@pixelpower.com>
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*/
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#ifndef OSGANIMATION_BONE_H
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#define OSGANIMATION_BONE_H
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#ifndef OSGANIMATION_BONE
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#define OSGANIMATION_BONE 1
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#include <osg/Transform>
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#include <osg/Quat>
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#include <osg/Vec3>
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#include <osg/Node>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/io_utils>
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#include <osg/NodeVisitor>
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#include <osg/MatrixTransform>
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#include <osgAnimation/Export>
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#include <osgAnimation/Target>
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#include <osgAnimation/Sampler>
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#include <osgAnimation/Channel>
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#include <osgAnimation/Keyframe>
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#include <osgAnimation/UpdateCallback>
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#include <osgAnimation/Animation>
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#include <osgAnimation/AnimationManagerBase>
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#include <osgAnimation/VertexInfluence>
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namespace osgAnimation
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{
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// A bone can't have more than one parent Bone, so sharing a part of Bone's hierarchy
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// makes no sense. You can share the entire hierarchy but not only a part of it.
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class OSGANIMATION_EXPORT Bone : public osg::Transform
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class OSGANIMATION_EXPORT Bone : public osg::MatrixTransform
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{
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public:
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typedef osg::ref_ptr<Bone> PointerType;
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typedef std::map<std::string, PointerType > BoneMap;
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typedef osg::Matrix MatrixType;
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META_Node(osgAnimation, Bone);
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@@ -56,128 +38,24 @@ namespace osgAnimation
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void setDefaultUpdateCallback(const std::string& name = "");
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class OSGANIMATION_EXPORT UpdateBone : public AnimationUpdateCallback <osg::NodeCallback>
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{
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protected:
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osg::ref_ptr<osgAnimation::Vec3Target> _position;
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osg::ref_ptr<osgAnimation::QuatTarget> _quaternion;
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osg::ref_ptr<osgAnimation::Vec3Target> _scale;
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public:
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META_Object(osgAnimation, UpdateBone);
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UpdateBone(const UpdateBone& apc,const osg::CopyOp& copyop);
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UpdateBone(const std::string& name = "") : AnimationUpdateCallback <osg::NodeCallback>(name)
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{
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setName(name);
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_quaternion = new osgAnimation::QuatTarget;
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_position = new osgAnimation::Vec3Target;
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_scale = new osgAnimation::Vec3Target;
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}
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void update(osgAnimation::Bone& bone)
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{
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bone.setTranslation(_position->getValue());
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bone.setRotation(_quaternion->getValue());
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bone.setScale(_scale->getValue());
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bone.dirtyBound();
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}
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osgAnimation::QuatTarget* getQuaternion() {return _quaternion.get();}
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osgAnimation::Vec3Target* getPosition() {return _position.get();}
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osgAnimation::Vec3Target* getScale() {return _scale.get();}
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bool needLink() const
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{
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// the idea is to return true if nothing is linked
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return !((_position->getCount() + _quaternion->getCount() + _scale->getCount()) > 3);
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}
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/** Link channel*/
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bool link(osgAnimation::Channel* channel);
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/** Callback method called by the NodeVisitor when visiting a node.*/
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
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};
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const;
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virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const;
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Bone* getBoneParent();
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const Bone* getBoneParent() const;
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void setTranslation(const osg::Vec3& trans) { _position = trans;}
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void setRotation(const osg::Quat& quat) { _rotation = quat;}
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void setScale(const osg::Vec3& scale) { _scale = scale;}
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const osg::Vec3& getTranslation() const { return _position;}
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const osg::Quat& getRotation() const { return _rotation;}
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const osg::Vec3& getScale() const { return _scale;}
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osg::Matrix getMatrixInBoneSpace() const { return (osg::Matrix(getRotation())) * osg::Matrix::translate(getTranslation()) * _bindInBoneSpace;}
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const osg::Matrix& getBindMatrixInBoneSpace() const { return _bindInBoneSpace; }
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const osg::Matrix& getMatrixInBoneSpace() const { return getMatrix();}
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const osg::Matrix& getMatrixInSkeletonSpace() const { return _boneInSkeletonSpace; }
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const osg::Matrix& getInvBindMatrixInSkeletonSpace() const { return _invBindInSkeletonSpace;}
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void setMatrixInSkeletonSpace(const osg::Matrix& matrix) { _boneInSkeletonSpace = matrix; }
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void setBindMatrixInBoneSpace(const osg::Matrix& matrix)
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{
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_bindInBoneSpace = matrix;
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_needToRecomputeBindMatrix = true;
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}
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inline bool needToComputeBindMatrix() { return _needToRecomputeBindMatrix;}
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virtual void computeBindMatrix();
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void setNeedToComputeBindMatrix(bool state) { _needToRecomputeBindMatrix = state; }
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/** Add Node to Group.
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* If node is not NULL and is not contained in Group then increment its
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* reference count, add it to the child list and dirty the bounding
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* sphere to force it to recompute on next getBound() and return true for success.
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* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
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virtual bool addChild( Node *child );
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BoneMap getBoneMap();
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void setInvBindMatrixInSkeletonSpace(const osg::Matrix& matrix) { _invBindInSkeletonSpace = matrix; }
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protected:
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osg::Vec3 _position;
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osg::Quat _rotation;
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osg::Vec3 _scale;
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// flag to recompute bind pose
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bool _needToRecomputeBindMatrix;
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// bind data
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osg::Matrix _bindInBoneSpace;
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osg::Matrix _invBindInSkeletonSpace;
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// bone updated
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osg::Matrix _boneInSkeletonSpace;
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};
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inline bool Bone::computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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matrix.preMult(getMatrixInBoneSpace());
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else
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matrix = getMatrixInBoneSpace();
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return true;
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}
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inline bool Bone::computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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matrix.postMult(osg::Matrix::inverse(getMatrixInBoneSpace()));
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else
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matrix = osg::Matrix::inverse(getMatrixInBoneSpace());
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return true;
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}
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typedef std::map<std::string, osg::ref_ptr<Bone> > BoneMap;
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}
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#endif
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