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