forked from teamnwah/openmw-tes3coop
Merge branch 'master' into new-script-api
commit
045dc566ea
@ -0,0 +1,190 @@
|
||||
#include "morphgeometry.hpp"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
||||
MorphGeometry::MorphGeometry()
|
||||
: mLastFrameNumber(0)
|
||||
, mDirty(true)
|
||||
, mMorphedBoundingBox(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
MorphGeometry::MorphGeometry(const MorphGeometry ©, const osg::CopyOp ©op)
|
||||
: osg::Drawable(copy, copyop)
|
||||
, mMorphTargets(copy.mMorphTargets)
|
||||
, mLastFrameNumber(0)
|
||||
, mDirty(true)
|
||||
, mMorphedBoundingBox(false)
|
||||
{
|
||||
setSourceGeometry(copy.getSourceGeometry());
|
||||
}
|
||||
|
||||
void MorphGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom)
|
||||
{
|
||||
mSourceGeometry = sourceGeom;
|
||||
|
||||
for (unsigned int i=0; i<2; ++i)
|
||||
{
|
||||
mGeometry[i] = new osg::Geometry(*mSourceGeometry, osg::CopyOp::SHALLOW_COPY);
|
||||
|
||||
const osg::Geometry& from = *mSourceGeometry;
|
||||
osg::Geometry& to = *mGeometry[i];
|
||||
to.setSupportsDisplayList(false);
|
||||
to.setUseVertexBufferObjects(true);
|
||||
to.setCullingActive(false); // make sure to disable culling since that's handled by this class
|
||||
|
||||
// vertices are modified every frame, so we need to deep copy them.
|
||||
// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
|
||||
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
|
||||
vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (vertexArray)
|
||||
{
|
||||
vertexArray->setVertexBufferObject(vbo);
|
||||
to.setVertexArray(vertexArray);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MorphGeometry::addMorphTarget(osg::Vec3Array *offsets, float weight)
|
||||
{
|
||||
mMorphTargets.push_back(MorphTarget(offsets, weight));
|
||||
mMorphedBoundingBox = false;
|
||||
dirty();
|
||||
}
|
||||
|
||||
void MorphGeometry::dirty()
|
||||
{
|
||||
mDirty = true;
|
||||
if (!mMorphedBoundingBox)
|
||||
dirtyBound();
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> MorphGeometry::getSourceGeometry() const
|
||||
{
|
||||
return mSourceGeometry;
|
||||
}
|
||||
|
||||
void MorphGeometry::accept(osg::NodeVisitor &nv)
|
||||
{
|
||||
if (!nv.validNodeMask(*this))
|
||||
return;
|
||||
|
||||
nv.pushOntoNodePath(this);
|
||||
|
||||
if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
|
||||
cull(&nv);
|
||||
else
|
||||
nv.apply(*this);
|
||||
|
||||
nv.popFromNodePath();
|
||||
}
|
||||
|
||||
void MorphGeometry::accept(osg::PrimitiveFunctor& func) const
|
||||
{
|
||||
getGeometry(mLastFrameNumber)->accept(func);
|
||||
}
|
||||
|
||||
osg::BoundingBox MorphGeometry::computeBoundingBox() const
|
||||
{
|
||||
bool anyMorphTarget = false;
|
||||
for (unsigned int i=0; i<mMorphTargets.size(); ++i)
|
||||
if (mMorphTargets[i].getWeight() > 0)
|
||||
{
|
||||
anyMorphTarget = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// before the MorphGeometry has started animating, we will use a regular bounding box (this is required
|
||||
// for correct object placements, which uses the bounding box)
|
||||
if (!mMorphedBoundingBox && !anyMorphTarget)
|
||||
{
|
||||
return mSourceGeometry->getBoundingBox();
|
||||
}
|
||||
// once it animates, use a bounding box that encompasses all possible animations so as to avoid recalculating
|
||||
else
|
||||
{
|
||||
mMorphedBoundingBox = true;
|
||||
|
||||
osg::Vec3Array& sourceVerts = *static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
std::vector<osg::BoundingBox> vertBounds(sourceVerts.size());
|
||||
|
||||
// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box for each vertex.
|
||||
// The minimum/maximum of the box is the minimum/maximum offset the vertex can have from its starting position.
|
||||
|
||||
// Start with zero offsets which will happen when no morphs are applied.
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
vertBounds[i].set(osg::Vec3f(0,0,0), osg::Vec3f(0,0,0));
|
||||
|
||||
for (unsigned int i = 0; i < mMorphTargets.size(); ++i)
|
||||
{
|
||||
const osg::Vec3Array& offsets = *mMorphTargets[i].getOffsets();
|
||||
for (unsigned int j=0; j<offsets.size() && j<vertBounds.size(); ++j)
|
||||
{
|
||||
osg::BoundingBox& bounds = vertBounds[j];
|
||||
bounds.expandBy(bounds._max + offsets[j]);
|
||||
bounds.expandBy(bounds._min + offsets[j]);
|
||||
}
|
||||
}
|
||||
|
||||
osg::BoundingBox box;
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
{
|
||||
vertBounds[i]._max += sourceVerts[i];
|
||||
vertBounds[i]._min += sourceVerts[i];
|
||||
box.expandBy(vertBounds[i]);
|
||||
}
|
||||
return box;
|
||||
}
|
||||
}
|
||||
|
||||
void MorphGeometry::cull(osg::NodeVisitor *nv)
|
||||
{
|
||||
if (mLastFrameNumber == nv->getTraversalNumber() || !mDirty)
|
||||
{
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
return;
|
||||
}
|
||||
|
||||
mDirty = false;
|
||||
mLastFrameNumber = nv->getTraversalNumber();
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
|
||||
const osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
assert(positionSrc->size() == positionDst->size());
|
||||
for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
|
||||
(*positionDst)[vertex] = (*positionSrc)[vertex];
|
||||
|
||||
for (unsigned int i=0; i<mMorphTargets.size(); ++i)
|
||||
{
|
||||
float weight = mMorphTargets[i].getWeight();
|
||||
if (weight == 0.f)
|
||||
continue;
|
||||
const osg::Vec3Array* offsets = mMorphTargets[i].getOffsets();
|
||||
for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
|
||||
(*positionDst)[vertex] += (*offsets)[vertex] * weight;
|
||||
}
|
||||
|
||||
positionDst->dirty();
|
||||
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
}
|
||||
|
||||
osg::Geometry* MorphGeometry::getGeometry(unsigned int frame) const
|
||||
{
|
||||
return mGeometry[frame%2];
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,83 @@
|
||||
#ifndef OPENMW_COMPONENTS_MORPHGEOMETRY_H
|
||||
#define OPENMW_COMPONENTS_MORPHGEOMETRY_H
|
||||
|
||||
#include <osg/Geometry>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
||||
/// @brief Vertex morphing implementation.
|
||||
/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread safe way while
|
||||
/// not compromising rendering performance. This is crucial when using osg's default threading model of DrawThreadPerContext.
|
||||
class MorphGeometry : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
MorphGeometry();
|
||||
MorphGeometry(const MorphGeometry& copy, const osg::CopyOp& copyop);
|
||||
|
||||
META_Object(SceneUtil, MorphGeometry)
|
||||
|
||||
/// Initialize this geometry from the source geometry.
|
||||
/// @note The source geometry will not be modified.
|
||||
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
|
||||
|
||||
class MorphTarget
|
||||
{
|
||||
protected:
|
||||
osg::ref_ptr<osg::Vec3Array> mOffsets;
|
||||
float mWeight;
|
||||
public:
|
||||
MorphTarget(osg::Vec3Array* offsets, float w = 1.0) : mOffsets(offsets), mWeight(w) {}
|
||||
void setWeight(float weight) { mWeight = weight; }
|
||||
float getWeight() const { return mWeight; }
|
||||
osg::Vec3Array* getOffsets() { return mOffsets.get(); }
|
||||
const osg::Vec3Array* getOffsets() const { return mOffsets.get(); }
|
||||
void setOffsets(osg::Vec3Array* offsets) { mOffsets = offsets; }
|
||||
};
|
||||
|
||||
typedef std::vector<MorphTarget> MorphTargetList;
|
||||
|
||||
virtual void addMorphTarget( osg::Vec3Array* offsets, float weight = 1.0 );
|
||||
|
||||
/** Set the MorphGeometry dirty.*/
|
||||
void dirty();
|
||||
|
||||
/** Get the list of MorphTargets.*/
|
||||
const MorphTargetList& getMorphTargetList() const { return mMorphTargets; }
|
||||
|
||||
/** Get the list of MorphTargets. Warning if you modify this array you will have to call dirty() */
|
||||
MorphTargetList& getMorphTargetList() { return mMorphTargets; }
|
||||
|
||||
/** Return the \c MorphTarget at position \c i.*/
|
||||
inline const MorphTarget& getMorphTarget( unsigned int i ) const { return mMorphTargets[i]; }
|
||||
|
||||
/** Return the \c MorphTarget at position \c i.*/
|
||||
inline MorphTarget& getMorphTarget( unsigned int i ) { return mMorphTargets[i]; }
|
||||
|
||||
osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
|
||||
|
||||
virtual void accept(osg::NodeVisitor &nv);
|
||||
virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
|
||||
virtual void accept(osg::PrimitiveFunctor&) const;
|
||||
|
||||
virtual osg::BoundingBox computeBoundingBox() const;
|
||||
|
||||
private:
|
||||
void cull(osg::NodeVisitor* nv);
|
||||
|
||||
MorphTargetList mMorphTargets;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mSourceGeometry;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mGeometry[2];
|
||||
osg::Geometry* getGeometry(unsigned int frame) const;
|
||||
|
||||
unsigned int mLastFrameNumber;
|
||||
bool mDirty; // Have any morph targets changed?
|
||||
|
||||
mutable bool mMorphedBoundingBox;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,10 @@
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
Name=TES3MP Server Browser
|
||||
GenericName=Server Browser
|
||||
Comment=Multiplayer extension for TES3.
|
||||
Keywords=Morrowind;Multiplayer;Server Browser;TES;openmw;
|
||||
TryExec=tes3mp-browser
|
||||
Exec=tes3mp-browser
|
||||
Icon=openmw
|
||||
Categories=Game;RolePlaying;
|
Loading…
Reference in New Issue