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openmw-tes3mp/components/sceneutil/skeleton.cpp

188 lines
4.5 KiB
C++

#include "skeleton.hpp"
#include <osg/Transform>
#include <osg/MatrixTransform>
#include <components/misc/stringops.hpp>
#include <iostream>
namespace SceneUtil
{
class InitBoneCacheVisitor : public osg::NodeVisitor
{
public:
InitBoneCacheVisitor(std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> >& cache)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mCache(cache)
{
}
void apply(osg::Transform &node)
{
osg::MatrixTransform* bone = node.asMatrixTransform();
if (!bone)
return;
mCache[Misc::StringUtils::lowerCase(bone->getName())] = std::make_pair(getNodePath(), bone);
traverse(node);
}
private:
std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> >& mCache;
};
Skeleton::Skeleton()
: mBoneCacheInit(false)
, mNeedToUpdateBoneMatrices(true)
, mActive(true)
, mLastFrameNumber(0)
, mTraversedEvenFrame(false)
, mTraversedOddFrame(false)
{
}
Skeleton::Skeleton(const Skeleton &copy, const osg::CopyOp &copyop)
: osg::Group(copy, copyop)
, mBoneCacheInit(false)
, mNeedToUpdateBoneMatrices(true)
, mActive(copy.mActive)
, mLastFrameNumber(0)
, mTraversedEvenFrame(false)
, mTraversedOddFrame(false)
{
}
Bone* Skeleton::getBone(const std::string &name)
{
if (!mBoneCacheInit)
{
InitBoneCacheVisitor visitor(mBoneCache);
accept(visitor);
mBoneCacheInit = true;
}
BoneCache::iterator found = mBoneCache.find(Misc::StringUtils::lowerCase(name));
if (found == mBoneCache.end())
return NULL;
// find or insert in the bone hierarchy
if (!mRootBone.get())
{
mRootBone.reset(new Bone);
}
const osg::NodePath& path = found->second.first;
Bone* bone = mRootBone.get();
for (osg::NodePath::const_iterator it = path.begin(); it != path.end(); ++it)
{
osg::MatrixTransform* matrixTransform = dynamic_cast<osg::MatrixTransform*>(*it);
if (!matrixTransform)
continue;
Bone* child = NULL;
for (unsigned int i=0; i<bone->mChildren.size(); ++i)
{
if (bone->mChildren[i]->mNode == *it)
{
child = bone->mChildren[i];
break;
}
}
if (!child)
{
child = new Bone;
bone->mChildren.push_back(child);
mNeedToUpdateBoneMatrices = true;
}
bone = child;
bone->mNode = matrixTransform;
}
return bone;
}
void Skeleton::updateBoneMatrices(osg::NodeVisitor* nv)
{
if (nv->getTraversalNumber() != mLastFrameNumber)
mNeedToUpdateBoneMatrices = true;
mLastFrameNumber = nv->getTraversalNumber();
if (mLastFrameNumber % 2 == 0)
mTraversedEvenFrame = true;
else
mTraversedOddFrame = true;
if (mNeedToUpdateBoneMatrices)
{
if (mRootBone.get())
{
for (unsigned int i=0; i<mRootBone->mChildren.size(); ++i)
mRootBone->mChildren[i]->update(NULL);
}
else
std::cerr << "no root bone" << std::endl;
mNeedToUpdateBoneMatrices = false;
}
}
void Skeleton::setActive(bool active)
{
mActive = active;
}
bool Skeleton::getActive() const
{
return mActive;
}
void Skeleton::traverse(osg::NodeVisitor& nv)
{
if (!getActive() && nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR
// need to process at least 2 frames before shutting off update, since we need to have both frame-alternating RigGeometries initialized
// this would be more naturally handled if the double-buffering was implemented in RigGeometry itself rather than in a FrameSwitch decorator node
&& mLastFrameNumber != 0 && mTraversedEvenFrame && mTraversedOddFrame)
return;
osg::Group::traverse(nv);
}
Bone::Bone()
: mNode(NULL)
{
}
Bone::~Bone()
{
for (unsigned int i=0; i<mChildren.size(); ++i)
delete mChildren[i];
mChildren.clear();
}
void Bone::update(const osg::Matrixf* parentMatrixInSkeletonSpace)
{
if (!mNode)
{
std::cerr << "Bone without node " << std::endl;
return;
}
if (parentMatrixInSkeletonSpace)
mMatrixInSkeletonSpace = mNode->getMatrix() * (*parentMatrixInSkeletonSpace);
else
mMatrixInSkeletonSpace = mNode->getMatrix();
for (unsigned int i=0; i<mChildren.size(); ++i)
{
mChildren[i]->update(&mMatrixInSkeletonSpace);
}
}
}