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openmw-tes3coop/components/sceneutil/morphgeometry.cpp

191 lines
5.7 KiB
C++

#include "morphgeometry.hpp"
#include <cassert>
namespace SceneUtil
{
MorphGeometry::MorphGeometry()
: mLastFrameNumber(0)
, mDirty(true)
, mMorphedBoundingBox(false)
{
}
MorphGeometry::MorphGeometry(const MorphGeometry &copy, const osg::CopyOp &copyop)
: 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];
}
}