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openmw-tes3mp/components/sceneutil/riggeometry.cpp

350 lines
11 KiB
C++

#include "riggeometry.hpp"
#include <stdexcept>
#include <iostream>
#include <cstdlib>
#include "skeleton.hpp"
#include "util.hpp"
namespace SceneUtil
{
class UpdateRigBounds : public osg::Drawable::UpdateCallback
{
public:
UpdateRigBounds()
{
}
UpdateRigBounds(const UpdateRigBounds& copy, const osg::CopyOp& copyop)
: osg::Drawable::UpdateCallback(copy, copyop)
{
}
META_Object(SceneUtil, UpdateRigBounds)
void update(osg::NodeVisitor* nv, osg::Drawable* drw)
{
RigGeometry* rig = static_cast<RigGeometry*>(drw);
rig->updateBounds(nv);
}
};
// TODO: make threadsafe for multiple cull threads
class UpdateRigGeometry : public osg::Drawable::CullCallback
{
public:
UpdateRigGeometry()
{
}
UpdateRigGeometry(const UpdateRigGeometry& copy, const osg::CopyOp& copyop)
: osg::Drawable::CullCallback(copy, copyop)
{
}
META_Object(SceneUtil, UpdateRigGeometry)
virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* drw, osg::State*) const
{
RigGeometry* geom = static_cast<RigGeometry*>(drw);
geom->update(nv);
return false;
}
};
// We can't compute the bounds without a NodeVisitor, since we need the current geomToSkelMatrix.
// So we return nothing. Bounds are updated every frame in the UpdateCallback.
class DummyComputeBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback
{
public:
virtual osg::BoundingBox computeBound(const osg::Drawable&) const { return osg::BoundingBox(); }
};
RigGeometry::RigGeometry()
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: mSkeleton(NULL)
, mLastFrameNumber(0)
, mBoundsFirstFrame(true)
{
setCullCallback(new UpdateRigGeometry);
setUpdateCallback(new UpdateRigBounds);
setSupportsDisplayList(false);
setUseVertexBufferObjects(true);
setComputeBoundingBoxCallback(new DummyComputeBoundCallback);
}
RigGeometry::RigGeometry(const RigGeometry &copy, const osg::CopyOp &copyop)
: osg::Geometry(copy, copyop)
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, mSkeleton(NULL)
, mInfluenceMap(copy.mInfluenceMap)
, mLastFrameNumber(0)
, mBoundsFirstFrame(true)
{
setSourceGeometry(copy.mSourceGeometry);
}
void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
{
mSourceGeometry = sourceGeometry;
osg::Geometry& from = *sourceGeometry;
if (from.getStateSet())
setStateSet(from.getStateSet());
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// shallow copy primitive sets & vertex attributes that we will not modify
setPrimitiveSetList(from.getPrimitiveSetList());
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setColorArray(from.getColorArray());
setSecondaryColorArray(from.getSecondaryColorArray());
setFogCoordArray(from.getFogCoordArray());
// need to copy over texcoord list manually due to a missing null pointer check in setTexCoordArrayList(), this has been fixed in OSG 3.5
osg::Geometry::ArrayList& texCoordList = from.getTexCoordArrayList();
for (unsigned int i=0; i<texCoordList.size(); ++i)
if (texCoordList[i])
setTexCoordArray(i, texCoordList[i], osg::Array::BIND_PER_VERTEX);
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setVertexAttribArrayList(from.getVertexAttribArrayList());
// vertices and normals 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);
setVertexArray(vertexArray);
}
osg::ref_ptr<osg::Array> normalArray = osg::clone(from.getNormalArray(), osg::CopyOp::DEEP_COPY_ALL);
if (normalArray)
{
normalArray->setVertexBufferObject(vbo);
setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
}
if (osg::Vec4Array* tangents = dynamic_cast<osg::Vec4Array*>(from.getTexCoordArray(7)))
{
mSourceTangents = tangents;
osg::ref_ptr<osg::Array> tangentArray = osg::clone(tangents, osg::CopyOp::DEEP_COPY_ALL);
tangentArray->setVertexBufferObject(vbo);
setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
}
else
mSourceTangents = NULL;
}
osg::ref_ptr<osg::Geometry> RigGeometry::getSourceGeometry()
{
return mSourceGeometry;
}
bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
{
const osg::NodePath& path = nv->getNodePath();
for (osg::NodePath::const_reverse_iterator it = path.rbegin(); it != path.rend(); ++it)
{
osg::Node* node = *it;
if (Skeleton* skel = dynamic_cast<Skeleton*>(node))
{
mSkeleton = skel;
break;
}
}
if (!mSkeleton)
{
std::cerr << "A RigGeometry did not find its parent skeleton" << std::endl;
return false;
}
if (!mInfluenceMap)
{
std::cerr << "No InfluenceMap set on RigGeometry" << std::endl;
return false;
}
typedef std::map<unsigned short, std::vector<BoneWeight> > Vertex2BoneMap;
Vertex2BoneMap vertex2BoneMap;
for (std::map<std::string, BoneInfluence>::const_iterator it = mInfluenceMap->mMap.begin(); it != mInfluenceMap->mMap.end(); ++it)
{
Bone* bone = mSkeleton->getBone(it->first);
if (!bone)
{
std::cerr << "RigGeometry did not find bone " << it->first << std::endl;
continue;
}
mBoneSphereMap[bone] = it->second.mBoundSphere;
const BoneInfluence& bi = it->second;
const std::map<unsigned short, float>& weights = it->second.mWeights;
for (std::map<unsigned short, float>::const_iterator weightIt = weights.begin(); weightIt != weights.end(); ++weightIt)
{
std::vector<BoneWeight>& vec = vertex2BoneMap[weightIt->first];
BoneWeight b = std::make_pair(std::make_pair(bone, bi.mInvBindMatrix), weightIt->second);
vec.push_back(b);
}
}
for (Vertex2BoneMap::iterator it = vertex2BoneMap.begin(); it != vertex2BoneMap.end(); ++it)
{
mBone2VertexMap[it->second].push_back(it->first);
}
return true;
}
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void accumulateMatrix(const osg::Matrixf& invBindMatrix, const osg::Matrixf& matrix, float weight, osg::Matrixf& result)
{
osg::Matrixf m = invBindMatrix * matrix;
float* ptr = m.ptr();
float* ptrresult = result.ptr();
ptrresult[0] += ptr[0] * weight;
ptrresult[1] += ptr[1] * weight;
ptrresult[2] += ptr[2] * weight;
ptrresult[4] += ptr[4] * weight;
ptrresult[5] += ptr[5] * weight;
ptrresult[6] += ptr[6] * weight;
ptrresult[8] += ptr[8] * weight;
ptrresult[9] += ptr[9] * weight;
ptrresult[10] += ptr[10] * weight;
ptrresult[12] += ptr[12] * weight;
ptrresult[13] += ptr[13] * weight;
ptrresult[14] += ptr[14] * weight;
}
void RigGeometry::update(osg::NodeVisitor* nv)
{
if (!mSkeleton)
{
std::cerr << "RigGeometry rendering with no skeleton, should have been initialized by UpdateVisitor" << std::endl;
// try to recover anyway, though rendering is likely to be incorrect.
if (!initFromParentSkeleton(nv))
return;
}
if (!mSkeleton->getActive() && mLastFrameNumber != 0)
return;
if (mLastFrameNumber == nv->getTraversalNumber())
return;
mLastFrameNumber = nv->getTraversalNumber();
mSkeleton->updateBoneMatrices(nv);
// skinning
osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
osg::Vec4Array* tangentSrc = mSourceTangents;
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(getVertexArray());
osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(getNormalArray());
osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(getTexCoordArray(7));
for (Bone2VertexMap::const_iterator it = mBone2VertexMap.begin(); it != mBone2VertexMap.end(); ++it)
{
osg::Matrixf resultMat (0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1);
for (std::vector<BoneWeight>::const_iterator weightIt = it->first.begin(); weightIt != it->first.end(); ++weightIt)
{
Bone* bone = weightIt->first.first;
const osg::Matrix& invBindMatrix = weightIt->first.second;
float weight = weightIt->second;
const osg::Matrixf& boneMatrix = bone->mMatrixInSkeletonSpace;
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accumulateMatrix(invBindMatrix, boneMatrix, weight, resultMat);
}
resultMat = resultMat * mGeomToSkelMatrix;
for (std::vector<unsigned short>::const_iterator vertexIt = it->second.begin(); vertexIt != it->second.end(); ++vertexIt)
{
unsigned short vertex = *vertexIt;
(*positionDst)[vertex] = resultMat.preMult((*positionSrc)[vertex]);
(*normalDst)[vertex] = osg::Matrix::transform3x3((*normalSrc)[vertex], resultMat);
if (tangentDst)
{
osg::Vec4f srcTangent = (*tangentSrc)[vertex];
osg::Vec3f transformedTangent = osg::Matrix::transform3x3(osg::Vec3f(srcTangent.x(), srcTangent.y(), srcTangent.z()), resultMat);
(*tangentDst)[vertex] = osg::Vec4f(transformedTangent, srcTangent.w());
}
}
}
positionDst->dirty();
normalDst->dirty();
if (tangentDst)
tangentDst->dirty();
}
void RigGeometry::updateBounds(osg::NodeVisitor *nv)
{
if (!mSkeleton)
{
if (!initFromParentSkeleton(nv))
return;
}
if (!mSkeleton->getActive() && !mBoundsFirstFrame)
return;
mBoundsFirstFrame = false;
mSkeleton->updateBoneMatrices(nv);
updateGeomToSkelMatrix(nv);
osg::BoundingBox box;
for (BoneSphereMap::const_iterator it = mBoneSphereMap.begin(); it != mBoneSphereMap.end(); ++it)
{
Bone* bone = it->first;
osg::BoundingSpheref bs = it->second;
transformBoundingSphere(bone->mMatrixInSkeletonSpace * mGeomToSkelMatrix, bs);
box.expandBy(bs);
}
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_boundingBox = box;
_boundingBoxComputed = true;
// in OSG 3.3.3 and up Drawable inherits from Node, so has a bounding sphere as well.
_boundingSphere = osg::BoundingSphere(_boundingBox);
_boundingSphereComputed = true;
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for (unsigned int i=0; i<getNumParents(); ++i)
getParent(i)->dirtyBound();
}
void RigGeometry::updateGeomToSkelMatrix(osg::NodeVisitor *nv)
{
mSkelToGeomPath.clear();
bool foundSkel = false;
for (osg::NodePath::const_iterator it = nv->getNodePath().begin(); it != nv->getNodePath().end(); ++it)
{
if (!foundSkel)
{
if (*it == mSkeleton)
foundSkel = true;
}
else
mSkelToGeomPath.push_back(*it);
}
mGeomToSkelMatrix = osg::computeWorldToLocal(mSkelToGeomPath);
}
void RigGeometry::setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap)
{
mInfluenceMap = influenceMap;
}
}