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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 SceneUtil
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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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{
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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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// 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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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(nv);
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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::Matrixf 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<unsigned short, float>::const_iterator weightIt = bi.mWeights.begin(); weightIt != bi.mWeights.end(); ++weightIt)
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{
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unsigned 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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