forked from teamnwah/openmw-tes3coop
Rewrite of skinning code
Goals: - get rid of the mesh pre-transform (this requires supporting different bind matrices for each mesh) - bounding box should be relative to the bone the mesh is attached to, ideally we can then get rid of the expensive skeleton-based bounding boxes - update bone matrices in CullCallback instead of UpdateCallback Works OK, though the bounding boxes are not correct yet.c++11
parent
167ae600c5
commit
4ea6d4aa01
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#include "riggeometry.hpp"
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#include <stdexcept>
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#include <iostream>
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#include <cstdlib>
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#include <osg/MatrixTransform>
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#include "skeleton.hpp"
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#include <osg/io_utils>
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namespace NifOsg
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{
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// TODO: make threadsafe for multiple cull threads
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class UpdateRigGeometry : public osg::Drawable::CullCallback
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{
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public:
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UpdateRigGeometry()
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{
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}
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UpdateRigGeometry(const UpdateRigGeometry& copy, const osg::CopyOp& copyop)
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: osg::Drawable::CullCallback(copy, copyop)
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{
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}
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META_Object(NifOsg, UpdateRigGeometry)
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virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* drw, osg::State*) const
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{
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RigGeometry* geom = static_cast<RigGeometry*>(drw);
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geom->update(nv);
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return false;
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}
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};
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RigGeometry::RigGeometry()
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{
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setCullCallback(new UpdateRigGeometry);
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setSupportsDisplayList(false);
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}
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RigGeometry::RigGeometry(const RigGeometry ©, const osg::CopyOp ©op)
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: osg::Geometry(copy, copyop)
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, mInfluenceMap(copy.mInfluenceMap)
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, mSourceGeometry(copy.mSourceGeometry)
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{
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//setVertexArray(dynamic_cast<osg::Array*>(from.getVertexArray()->clone(osg::CopyOp::DEEP_COPY_ALL)));
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//setNormalArray(dynamic_cast<osg::Array*>(from.getNormalArray()->clone(osg::CopyOp::DEEP_COPY_ALL)), osg::Array::BIND_PER_VERTEX);
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}
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void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
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{
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mSourceGeometry = sourceGeometry;
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osg::Geometry& from = *sourceGeometry;
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if (from.getStateSet())
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setStateSet(from.getStateSet());
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// copy over primitive sets.
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getPrimitiveSetList() = from.getPrimitiveSetList();
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if (from.getColorArray())
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setColorArray(from.getColorArray());
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if (from.getSecondaryColorArray())
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setSecondaryColorArray(from.getSecondaryColorArray());
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if (from.getFogCoordArray())
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setFogCoordArray(from.getFogCoordArray());
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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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setTexCoordArray(ti,from.getTexCoordArray(ti));
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}
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osg::Geometry::ArrayList& arrayList = from.getVertexAttribArrayList();
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for(unsigned int vi=0;vi< arrayList.size();++vi)
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{
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osg::Array* array = arrayList[vi].get();
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if (array)
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setVertexAttribArray(vi,array);
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}
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setVertexArray(dynamic_cast<osg::Array*>(from.getVertexArray()->clone(osg::CopyOp::DEEP_COPY_ALL)));
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setNormalArray(dynamic_cast<osg::Array*>(from.getNormalArray()->clone(osg::CopyOp::DEEP_COPY_ALL)), osg::Array::BIND_PER_VERTEX);
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}
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bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
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{
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const osg::NodePath& path = nv->getNodePath();
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for (osg::NodePath::const_reverse_iterator it = path.rbegin(); it != path.rend(); ++it)
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{
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osg::Node* node = *it;
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if (Skeleton* skel = dynamic_cast<Skeleton*>(node))
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{
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mSkeleton = skel;
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break;
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}
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}
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if (!mSkeleton)
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{
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std::cerr << "A RigGeometry did not find its parent skeleton" << std::endl;
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return false;
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}
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// geometryToSkel = nv->getNodePath()...
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if (!mInfluenceMap)
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{
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std::cerr << "No InfluenceMap set on RigGeometry" << std::endl;
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return false;
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}
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for (std::map<std::string, BoneInfluence>::const_iterator it = mInfluenceMap->mMap.begin(); it != mInfluenceMap->mMap.end(); ++it)
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{
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Bone* b = mSkeleton->getBone(it->first);
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if (!b)
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{
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std::cerr << "RigGeometry did not find bone " << it->first << std::endl;
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}
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mResolvedInfluenceMap[b] = it->second;
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}
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return true;
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}
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void RigGeometry::update(osg::NodeVisitor* nv)
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{
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if (!mSkeleton)
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{
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if (!initFromParentSkeleton(nv))
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return;
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}
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mSkeleton->updateBoneMatrices();
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osg::NodePath path;
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bool foundSkel = false;
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for (osg::NodePath::const_iterator it = nv->getNodePath().begin(); it != nv->getNodePath().end(); ++it)
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{
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if (!foundSkel)
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{
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if (*it == mSkeleton)
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foundSkel = true;
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}
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else
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path.push_back(*it);
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}
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osg::Matrix geomToSkel = osg::computeWorldToLocal(path);
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// skinning
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osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
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osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(getVertexArray());
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osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(getNormalArray());
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for (unsigned int i=0; i<positionDst->size(); ++i)
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(*positionDst)[i] = osg::Vec3f(0,0,0);
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for (unsigned int i=0; i<positionDst->size(); ++i)
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(*normalDst)[i] = osg::Vec3f(0,0,0);
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for (ResolvedInfluenceMap::const_iterator it = mResolvedInfluenceMap.begin(); it != mResolvedInfluenceMap.end(); ++it)
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{
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const BoneInfluence& bi = it->second;
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Bone* bone = it->first;
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// Here we could cache the (weighted) matrix for each combination of bone weights
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osg::Matrixf finalMatrix = bi.mInvBindMatrix * bone->mMatrixInSkeletonSpace * geomToSkel;
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for (std::map<short, float>::const_iterator weightIt = bi.mWeights.begin(); weightIt != bi.mWeights.end(); ++weightIt)
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{
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short vertex = weightIt->first;
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float weight = weightIt->second;
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osg::Vec3f a = (*positionSrc)[vertex];
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(*positionDst)[vertex] += finalMatrix.preMult(a) * weight;
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(*normalDst)[vertex] += osg::Matrix::transform3x3((*normalSrc)[vertex], finalMatrix) * weight;
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}
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}
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positionDst->dirty();
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normalDst->dirty();
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}
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void RigGeometry::setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap)
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{
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mInfluenceMap = influenceMap;
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}
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}
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#ifndef OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
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#define OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
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#include <osg/Geometry>
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#include <osg/Matrixf>
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namespace NifOsg
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{
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class Skeleton;
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class Bone;
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class RigGeometry : public osg::Geometry
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{
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public:
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RigGeometry();
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RigGeometry(const RigGeometry& copy, const osg::CopyOp& copyop);
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META_Object(NifOsg, RigGeometry)
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struct BoneInfluence
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{
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osg::Matrixf mInvBindMatrix;
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// <vertex index, weight>
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std::map<short, float> mWeights;
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};
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struct InfluenceMap : public osg::Referenced
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{
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std::map<std::string, BoneInfluence> mMap;
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};
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void setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap);
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void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
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// Called automatically by our CullCallback
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void update(osg::NodeVisitor* nv);
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private:
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osg::ref_ptr<osg::Geometry> mSourceGeometry;
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osg::ref_ptr<Skeleton> mSkeleton;
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osg::ref_ptr<InfluenceMap> mInfluenceMap;
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typedef std::map<Bone*, BoneInfluence> ResolvedInfluenceMap;
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ResolvedInfluenceMap mResolvedInfluenceMap;
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bool initFromParentSkeleton(osg::NodeVisitor* nv);
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};
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}
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#endif
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@ -0,0 +1,148 @@
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#include "skeleton.hpp"
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#include <osg/Transform>
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#include <osg/MatrixTransform>
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#include <iostream>
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namespace NifOsg
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{
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class InitBoneCacheVisitor : public osg::NodeVisitor
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{
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public:
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InitBoneCacheVisitor(std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> >& cache)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mCache(cache)
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{
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}
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void apply(osg::Transform &node)
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{
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osg::MatrixTransform* bone = node.asMatrixTransform();
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if (!bone)
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return;
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mCache[bone->getName()] = std::make_pair(getNodePath(), bone);
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traverse(node);
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}
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private:
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std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> >& mCache;
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};
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Skeleton::Skeleton()
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: mBoneCacheInit(false)
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, mNeedToUpdateBoneMatrices(true)
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{
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}
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Skeleton::Skeleton(const Skeleton ©, const osg::CopyOp ©op)
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: mBoneCacheInit(false)
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, mNeedToUpdateBoneMatrices(true)
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{
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}
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Bone* Skeleton::getBone(const std::string &name)
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{
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if (!mBoneCacheInit)
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{
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InitBoneCacheVisitor visitor(mBoneCache);
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accept(visitor);
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mBoneCacheInit = true;
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}
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BoneCache::iterator found = mBoneCache.find(name);
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if (found == mBoneCache.end())
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return NULL;
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// find or insert in the bone hierarchy
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if (!mRootBone.get())
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{
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mRootBone.reset(new Bone);
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}
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const osg::NodePath& path = found->second.first;
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Bone* bone = mRootBone.get();
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for (osg::NodePath::const_iterator it = path.begin(); it != path.end(); ++it)
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{
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osg::MatrixTransform* matrixTransform = dynamic_cast<osg::MatrixTransform*>(*it);
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if (!matrixTransform)
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continue;
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Bone* child = NULL;
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for (unsigned int i=0; i<bone->mChildren.size(); ++i)
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{
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if (bone->mChildren[i]->mNode == *it)
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{
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child = bone->mChildren[i];
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break;
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}
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}
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if (!child)
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{
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child = new Bone;
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bone->mChildren.push_back(child);
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mNeedToUpdateBoneMatrices = true;
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}
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bone = child;
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bone->mNode = matrixTransform;
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}
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return bone;
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}
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void Skeleton::updateBoneMatrices()
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{
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//if (mNeedToUpdateBoneMatrices)
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{
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if (mRootBone.get())
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{
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for (unsigned int i=0; i<mRootBone->mChildren.size(); ++i)
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mRootBone->mChildren[i]->update(NULL);
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}
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else
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std::cerr << "no root bone" << std::endl;
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mNeedToUpdateBoneMatrices = false;
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}
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}
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Bone::Bone()
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: mNode(NULL)
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{
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}
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Bone::~Bone()
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{
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for (unsigned int i=0; i<mChildren.size(); ++i)
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delete mChildren[i];
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mChildren.clear();
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}
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void Bone::update(const osg::Matrixf* parentMatrixInSkeletonSpace)
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{
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if (!mNode)
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{
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std::cerr << "Bone without node " << std::endl;
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}
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if (parentMatrixInSkeletonSpace)
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mMatrixInSkeletonSpace = mNode->getMatrix() * (*parentMatrixInSkeletonSpace);
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else
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mMatrixInSkeletonSpace = mNode->getMatrix();
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for (unsigned int i=0; i<mChildren.size(); ++i)
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{
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mChildren[i]->update(&mMatrixInSkeletonSpace);
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}
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}
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}
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@ -0,0 +1,58 @@
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#ifndef OPENMW_COMPONENTS_NIFOSG_SKELETON_H
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#define OPENMW_COMPONENTS_NIFOSG_SKELETON_H
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#include <osg/Group>
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#include <memory>
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namespace NifOsg
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{
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// Defines a Bone hierarchy, used for updating of skeleton-space bone matrices.
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// To prevent unnecessary updates, only bones that are used for skinning will be added to this hierarchy.
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class Bone
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{
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public:
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Bone();
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~Bone();
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osg::Matrix mMatrixInSkeletonSpace;
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osg::MatrixTransform* mNode;
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std::vector<Bone*> mChildren;
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void update(const osg::Matrixf* parentMatrixInSkeletonSpace);
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private:
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Bone(const Bone&);
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void operator=(const Bone&);
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};
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class Skeleton : public osg::Group
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{
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public:
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Skeleton();
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Skeleton(const Skeleton& copy, const osg::CopyOp& copyop);
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Bone* getBone(const std::string& name);
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META_Node(NifOsg, Skeleton)
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void updateBoneMatrices();
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private:
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// The root bone is not a "real" bone, it has no corresponding node in the scene graph.
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// As far as the scene graph goes we support multiple root bones.
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std::auto_ptr<Bone> mRootBone;
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typedef std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> > BoneCache;
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BoneCache mBoneCache;
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bool mBoneCacheInit;
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bool mNeedToUpdateBoneMatrices;
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};
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}
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#endif
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