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. "
210 lines
7.7 KiB
C++
210 lines
7.7 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library 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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* OpenSceneGraph Public License for more details.
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*/
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#include <osgAnimation/VertexInfluence>
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#include <osgAnimation/RigGeometry>
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#include <osgAnimation/RigTransformSoftware>
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#include <sstream>
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#include <osg/GL2Extensions>
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using namespace osgAnimation;
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// The idea is to compute a bounding box with a factor x of the first step we compute the bounding box
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class RigComputeBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
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{
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public:
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RigComputeBoundingBoxCallback(double factor = 2.0) : _computed(false), _factor(factor) {}
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void reset() { _computed = false; }
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virtual osg::BoundingBox computeBound(const osg::Drawable& drawable) const
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{
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const osgAnimation::RigGeometry& rig = dynamic_cast<const osgAnimation::RigGeometry&>(drawable);
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// if a valid inital bounding box is set we use it without asking more
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if (rig.getInitialBound().valid())
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return rig.getInitialBound();
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if (_computed)
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return _boundingBox;
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// if the computing of bb is invalid (like no geometry inside)
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// then dont tag the bounding box as computed
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osg::BoundingBox bb = rig.computeBound();
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if (!bb.valid())
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return bb;
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_boundingBox.expandBy(bb);
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osg::Vec3 center = _boundingBox.center();
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osg::Vec3 vec = (_boundingBox._max-center)*_factor;
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_boundingBox.expandBy(center + vec);
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_boundingBox.expandBy(center - vec);
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_computed = true;
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// osg::notify(osg::NOTICE) << "build the bounding box for RigGeometry " << rig.getName() << " " << _boundingBox._min << " " << _boundingBox._max << std::endl;
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return _boundingBox;
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}
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protected:
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mutable bool _computed;
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double _factor;
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mutable osg::BoundingBox _boundingBox;
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};
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RigGeometry::RigGeometry()
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{
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_supportsDisplayList = false;
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setUseVertexBufferObjects(true);
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setUpdateCallback(new UpdateVertex);
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setDataVariance(osg::Object::DYNAMIC);
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_needToComputeMatrix = true;
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_matrixFromSkeletonToGeometry = _invMatrixFromSkeletonToGeometry = osg::Matrix::identity();
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// disable the computation of boundingbox for the rig mesh
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setComputeBoundingBoxCallback(new RigComputeBoundingBoxCallback);
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}
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RigGeometry::RigGeometry(const RigGeometry& b, const osg::CopyOp& copyop) :
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osg::Geometry(b,copyop),
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_geometry(b._geometry),
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_vertexInfluenceSet(b._vertexInfluenceSet),
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_vertexInfluenceMap(b._vertexInfluenceMap),
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_needToComputeMatrix(b._needToComputeMatrix)
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{
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// we dont copy the RigImplementation yet. because the RigImplementation need to be initialized in a valid graph, with a skeleton ...
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// dont know yet what to do with a clone of a RigGeometry
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}
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const osg::Matrix& RigGeometry::getMatrixFromSkeletonToGeometry() const { return _matrixFromSkeletonToGeometry; }
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const osg::Matrix& RigGeometry::getInvMatrixFromSkeletonToGeometry() const { return _invMatrixFromSkeletonToGeometry;}
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void RigGeometry::drawImplementation(osg::RenderInfo& renderInfo) const
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{
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osg::Geometry::drawImplementation(renderInfo);
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}
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void RigGeometry::buildVertexInfluenceSet()
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{
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if (!_vertexInfluenceMap.valid())
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{
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osg::notify(osg::WARN) << "buildVertexInfluenceSet 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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osg::notify(osg::NOTICE) << "uniq groups " << _vertexInfluenceSet.getUniqVertexSetToBoneSetList().size() << " for " << getName() << std::endl;
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}
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void 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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osg::Matrix notRoot = _root->getMatrix();
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_matrixFromSkeletonToGeometry = mtxList[0] * osg::Matrix::inverse(notRoot);
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_invMatrixFromSkeletonToGeometry = osg::Matrix::inverse(_matrixFromSkeletonToGeometry);
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_needToComputeMatrix = false;
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}
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void RigGeometry::update()
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{
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if (!getRigTransformImplementation())
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{
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_rigTransformImplementation = new RigTransformSoftware;
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}
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RigTransform& implementation = *getRigTransformImplementation();
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(implementation)(*this);
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}
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void RigGeometry::copyFrom(osg::Geometry& from)
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{
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bool copyToSelf = (this==&from);
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osg::Geometry& target = *this;
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if (!copyToSelf) target.setStateSet(from.getStateSet());
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// copy over primitive sets.
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if (!copyToSelf) target.getPrimitiveSetList() = from.getPrimitiveSetList();
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if (from.getVertexArray())
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{
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if (!copyToSelf) target.setVertexArray(from.getVertexArray());
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}
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target.setNormalBinding(from.getNormalBinding());
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if (from.getNormalArray())
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{
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if (!copyToSelf) target.setNormalArray(from.getNormalArray());
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}
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target.setColorBinding(from.getColorBinding());
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if (from.getColorArray())
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{
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if (!copyToSelf) target.setColorArray(from.getColorArray());
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}
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target.setSecondaryColorBinding(from.getSecondaryColorBinding());
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if (from.getSecondaryColorArray())
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{
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if (!copyToSelf) target.setSecondaryColorArray(from.getSecondaryColorArray());
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}
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target.setFogCoordBinding(from.getFogCoordBinding());
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if (from.getFogCoordArray())
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{
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if (!copyToSelf) target.setFogCoordArray(from.getFogCoordArray());
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}
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for(unsigned int ti=0;ti<from.getNumTexCoordArrays();++ti)
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{
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if (from.getTexCoordArray(ti))
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{
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if (!copyToSelf) target.setTexCoordArray(ti,from.getTexCoordArray(ti));
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}
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}
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ArrayDataList& arrayList = from.getVertexAttribArrayList();
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for(unsigned int vi=0;vi< arrayList.size();++vi)
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{
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ArrayData& arrayData = arrayList[vi];
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if (arrayData.array.valid())
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{
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if (!copyToSelf) target.setVertexAttribData(vi,arrayData);
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}
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}
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}
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const VertexInfluenceSet& RigGeometry::getVertexInfluenceSet() const { return _vertexInfluenceSet;}
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const Skeleton* RigGeometry::getSkeleton() const { return _root.get(); }
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Skeleton* RigGeometry::getSkeleton() { return _root.get(); }
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void RigGeometry::setSkeleton(Skeleton* root) { _root = root;}
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RigTransform* RigGeometry::getRigTransformImplementation() { return _rigTransformImplementation.get(); }
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void RigGeometry::setRigTransformImplementation(RigTransform* rig) { _rigTransformImplementation = rig; }
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osg::Geometry* RigGeometry::getSourceGeometry() { return _geometry.get(); }
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const osg::Geometry* RigGeometry::getSourceGeometry() const { return _geometry.get(); }
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void RigGeometry::setSourceGeometry(osg::Geometry* geometry) { _geometry = geometry; }
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