"Summary of changes: From Roland -Added MorphGeometry -Bone Bindmatrix is only calculated if needed -osgAnimation plugin now supports all available channel types (before only linear vec3 or quat channels) -osgAnimation plugin now supports MorphGeometry -osgAnimation plugin now supports animation and channel weights, animation playmode, duration and starttime -removed osgAnimationManager.cpp from CMakeList From Cedric -fixed the last_update field (it was only updated at the first update) in BasicAnimationManager.cpp - Refactore some part of MorphGeometry minor changes - Add osganimationmorph as example "
114 lines
3.5 KiB
C++
114 lines
3.5 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@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/Skinning>
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#include <osgAnimation/Bone>
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#include <osgAnimation/Skeleton>
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osgAnimation::Bone::UpdateBone::UpdateBone(const osgAnimation::Bone::UpdateBone& apc,const osg::CopyOp& copyop) :
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osgAnimation::AnimationUpdateCallback(apc, copyop),
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_position(apc._position),
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_quaternion(apc._quaternion),
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_scale(apc._scale)
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{
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}
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osgAnimation::Bone::Bone(const Bone& b, const osg::CopyOp& copyop) :
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osg::Transform(b,copyop),
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_position(b._position),
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_rotation(b._rotation),
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_scale(b._scale),
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_needToRecomputeBindMatrix(true)
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{
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}
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osgAnimation::Bone::Bone(const std::string& name)
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{
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if (!name.empty())
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setName(name);
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_needToRecomputeBindMatrix = false;
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}
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void osgAnimation::Bone::setDefaultUpdateCallback(const std::string& name)
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{
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std::string cbName = name;
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if (cbName.empty())
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cbName = getName();
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setUpdateCallback(new UpdateBone(cbName));
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}
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void osgAnimation::Bone::computeBindMatrix()
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{
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_invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace);
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const Bone* parent = getBoneParent();
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_needToRecomputeBindMatrix = false;
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if (!parent)
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{
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osg::notify(osg::WARN) << "Warning " << className() <<"::computeBindMatrix you should not have this message, it means you miss to attach this bone(" << getName() <<") to a Skeleton node" << std::endl;
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return;
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}
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_invBindInSkeletonSpace = parent->getInvBindMatrixInSkeletonSpace() * _invBindInSkeletonSpace;
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}
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osgAnimation::Bone* osgAnimation::Bone::getBoneParent()
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{
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if (getParents().empty())
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return 0;
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osg::Node::ParentList parents = getParents();
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for (osg::Node::ParentList::iterator it = parents.begin(); it != parents.end(); it++)
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{
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Bone* pb = dynamic_cast<Bone*>(*it);
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if (pb)
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return pb;
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}
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return 0;
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}
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const osgAnimation::Bone* osgAnimation::Bone::getBoneParent() const
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{
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if (getParents().empty())
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return 0;
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const osg::Node::ParentList& parents = getParents();
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for (osg::Node::ParentList::const_iterator it = parents.begin(); it != parents.end(); it++)
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{
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const Bone* pb = dynamic_cast<const Bone*>(*it);
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if (pb)
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return pb;
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}
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return 0;
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}
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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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bool osgAnimation::Bone::addChild( Node *child )
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{
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Bone* bone = dynamic_cast<Bone*>(child);
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if (bone)
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bone->setNeedToComputeBindMatrix(true);
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return osg::Group::addChild(child);
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}
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osgAnimation::Bone::BoneMap osgAnimation::Bone::getBoneMap()
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{
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BoneMapVisitor mapVisitor;
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this->accept(mapVisitor);
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return mapVisitor._map;
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}
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