Add custom version of MorphGeometry replacing osgAnimation

Double buffering, custom bounding box and the update in the cull visitor (instead of update) are now all handled internally rather than needing hacks and/or callbacks.
pull/1430/head
scrawl 7 years ago
parent f1ebb129c1
commit 5d524a6a10

@ -207,7 +207,7 @@ if(NOT HAVE_STDINT_H)
endif()
find_package(OpenSceneGraph 3.3.4 REQUIRED osgDB osgViewer osgText osgGA osgAnimation osgParticle osgUtil osgFX)
find_package(OpenSceneGraph 3.3.4 REQUIRED osgDB osgViewer osgText osgGA osgParticle osgUtil osgFX)
include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
set(USED_OSG_PLUGINS

@ -49,7 +49,7 @@ add_component_dir (shader
)
add_component_dir (sceneutil
clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
clone attach visitor util statesetupdater controller skeleton riggeometry morphgeometry lightcontroller
lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil waterutil writescene serialize optimizer
)

@ -6,11 +6,10 @@
#include <osg/Texture2D>
#include <osg/UserDataContainer>
#include <osgAnimation/MorphGeometry>
#include <osgParticle/Emitter>
#include <components/nif/data.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "userdata.hpp"
@ -188,7 +187,7 @@ GeomMorpherController::GeomMorpherController(const Nif::NiMorphData *data)
void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable)
{
osgAnimation::MorphGeometry* morphGeom = static_cast<osgAnimation::MorphGeometry*>(drawable);
SceneUtil::MorphGeometry* morphGeom = static_cast<SceneUtil::MorphGeometry*>(drawable);
if (hasInput())
{
if (mKeyFrames.size() <= 1)
@ -202,7 +201,7 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
val = it->interpKey(input);
val = std::max(0.f, std::min(1.f, val));
osgAnimation::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
SceneUtil::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
if (target.getWeight() != val)
{
target.setWeight(val);
@ -210,8 +209,6 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
}
}
}
// morphGeometry::transformSoftwareMethod() done in cull callback i.e. only for visible morph geometries
}
UVController::UVController()

@ -31,11 +31,6 @@ namespace osgParticle
class Emitter;
}
namespace osgAnimation
{
class MorphGeometry;
}
namespace NifOsg
{
@ -172,7 +167,7 @@ namespace NifOsg
virtual float getMaximum() const;
};
/// Must be set on an osgAnimation::MorphGeometry.
/// Must be set on a SceneUtil::MorphGeometry.
class GeomMorpherController : public osg::Drawable::UpdateCallback, public SceneUtil::Controller
{
public:

@ -13,9 +13,6 @@
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/imagemanager.hpp>
// skel
#include <osgAnimation/MorphGeometry>
// particle
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
@ -39,6 +36,7 @@
#include <components/nif/effect.hpp>
#include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "particle.hpp"
#include "userdata.hpp"
@ -83,35 +81,6 @@ namespace
collectDrawableProperties(nifNode->parent, out);
}
class FrameSwitch : public osg::Group
{
public:
FrameSwitch()
{
}
FrameSwitch(const FrameSwitch& copy, const osg::CopyOp& copyop)
: osg::Group(copy, copyop)
{
}
META_Object(NifOsg, FrameSwitch)
virtual void traverse(osg::NodeVisitor& nv)
{
if (nv.getTraversalMode() != osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN && nv.getVisitorType() != osg::NodeVisitor::UPDATE_VISITOR)
osg::Group::traverse(nv);
else
{
for (unsigned int i=0; i<getNumChildren(); ++i)
{
if (i%2 == nv.getTraversalNumber()%2)
getChild(i)->accept(nv);
}
}
}
};
// NodeCallback used to have a node always oriented towards the camera. The node can have translation and scale
// set just like a regular MatrixTransform, but the rotation set will be overridden in order to face the camera.
// Must be set as a cull callback.
@ -154,70 +123,6 @@ namespace
}
};
struct UpdateMorphGeometry : public osg::Drawable::CullCallback
{
UpdateMorphGeometry()
: mLastFrameNumber(0)
{
}
UpdateMorphGeometry(const UpdateMorphGeometry& copy, const osg::CopyOp& copyop)
: osg::Drawable::CullCallback(copy, copyop)
, mLastFrameNumber(0)
{
}
META_Object(NifOsg, UpdateMorphGeometry)
virtual bool cull(osg::NodeVisitor* nv, osg::Drawable * drw, osg::State *) const
{
osgAnimation::MorphGeometry* geom = static_cast<osgAnimation::MorphGeometry*>(drw);
if (!geom)
return false;
if (mLastFrameNumber == nv->getTraversalNumber())
return false;
mLastFrameNumber = nv->getTraversalNumber();
geom->transformSoftwareMethod();
return false;
}
private:
mutable unsigned int mLastFrameNumber;
};
// Callback to return a static bounding box for a MorphGeometry. The idea is to not recalculate the bounding box
// every time the morph weights change. To do so we return a maximum containing box that is big enough for all possible combinations of morph targets.
class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
{
public:
StaticBoundingBoxCallback()
{
}
StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
: mBoundingBox(bounds)
{
}
StaticBoundingBoxCallback(const StaticBoundingBoxCallback& copy, const osg::CopyOp& copyop)
: osg::Drawable::ComputeBoundingBoxCallback(copy, copyop)
, mBoundingBox(copy.mBoundingBox)
{
}
META_Object(NifOsg, StaticBoundingBoxCallback)
virtual osg::BoundingBox computeBound(const osg::Drawable&) const
{
return mBoundingBox;
}
private:
osg::BoundingBox mBoundingBox;
};
void extractTextKeys(const Nif::NiTextKeyExtraData *tk, NifOsg::TextKeyMap &textkeys)
{
for(size_t i = 0;i < tk->list.size();i++)
@ -1107,108 +1012,49 @@ namespace NifOsg
void handleTriShape(const Nif::NiTriShape* triShape, osg::Group* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
{
osg::ref_ptr<osg::Geometry> geometry;
osg::ref_ptr<osg::Drawable> drawable;
for (Nif::ControllerPtr ctrl = triShape->controller; !ctrl.empty(); ctrl = ctrl->next)
{
if (!(ctrl->flags & Nif::NiNode::ControllerFlag_Active))
continue;
if(ctrl->recType == Nif::RC_NiGeomMorpherController)
{
geometry = handleMorphGeometry(static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr()), triShape, parentNode, composite, boundTextures, animflags);
drawable = handleMorphGeometry(static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr()), triShape, parentNode, composite, boundTextures, animflags);
osg::ref_ptr<GeomMorpherController> morphctrl = new GeomMorpherController(
static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr())->data.getPtr());
setupController(ctrl.getPtr(), morphctrl, animflags);
geometry->setUpdateCallback(morphctrl);
drawable->setUpdateCallback(morphctrl);
break;
}
}
if (!geometry.get())
if (!drawable.get())
{
geometry = new osg::Geometry;
triShapeToGeometry(triShape, geometry, parentNode, composite, boundTextures, animflags);
osg::ref_ptr<osg::Geometry> geom (new osg::Geometry);
drawable = geom;
triShapeToGeometry(triShape, geom, parentNode, composite, boundTextures, animflags);
}
geometry->setName(triShape->name);
if (geometry->getDataVariance() == osg::Object::DYNAMIC)
{
// Add a copy, we will alternate between the two copies every other frame using the FrameSwitch
// This is so we can set the DataVariance as STATIC, giving a huge performance boost
geometry->setDataVariance(osg::Object::STATIC);
osg::ref_ptr<FrameSwitch> frameswitch = new FrameSwitch;
drawable->setName(triShape->name);
osg::ref_ptr<osg::Geometry> geom2 = osg::clone(geometry.get(), osg::CopyOp::DEEP_COPY_NODES|osg::CopyOp::DEEP_COPY_DRAWABLES);
frameswitch->addChild(geometry);
frameswitch->addChild(geom2);
parentNode->addChild(frameswitch);
}
else
parentNode->addChild(geometry);
parentNode->addChild(drawable);
}
osg::ref_ptr<osg::Geometry> handleMorphGeometry(const Nif::NiGeomMorpherController* morpher, const Nif::NiTriShape *triShape, osg::Node* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
osg::ref_ptr<osg::Drawable> handleMorphGeometry(const Nif::NiGeomMorpherController* morpher, const Nif::NiTriShape *triShape, osg::Node* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
{
osg::ref_ptr<osgAnimation::MorphGeometry> morphGeom = new osgAnimation::MorphGeometry;
morphGeom->setMethod(osgAnimation::MorphGeometry::RELATIVE);
// No normals available in the MorphData
morphGeom->setMorphNormals(false);
morphGeom->setUpdateCallback(NULL);
morphGeom->setCullCallback(new UpdateMorphGeometry);
morphGeom->setUseVertexBufferObjects(true);
osg::ref_ptr<SceneUtil::MorphGeometry> morphGeom = new SceneUtil::MorphGeometry;
triShapeToGeometry(triShape, morphGeom, parentNode, composite, boundTextures, animflags);
morphGeom->getOrCreateVertexBufferObject()->setUsage(GL_DYNAMIC_DRAW_ARB);
osg::ref_ptr<osg::Geometry> sourceGeometry (new osg::Geometry);
triShapeToGeometry(triShape, sourceGeometry, parentNode, composite, boundTextures, animflags);
morphGeom->setSourceGeometry(sourceGeometry);
const std::vector<Nif::NiMorphData::MorphData>& morphs = morpher->data.getPtr()->mMorphs;
if (morphs.empty())
return morphGeom;
// Note we are not interested in morph 0, which just contains the original vertices
for (unsigned int i = 1; i < morphs.size(); ++i)
{
osg::ref_ptr<osg::Geometry> morphTarget = new osg::Geometry;
morphTarget->setVertexArray(new osg::Vec3Array(morphs[i].mVertices.size(), &morphs[i].mVertices[0]));
morphGeom->addMorphTarget(morphTarget, 0.f);
}
// build the bounding box containing all possible morph combinations
std::vector<osg::BoundingBox> vertBounds(morphs[0].mVertices.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 = 1; i < morphs.size(); ++i)
{
for (unsigned int j=0; j<morphs[i].mVertices.size() && vertBounds.size(); ++j)
{
osg::BoundingBox& bounds = vertBounds[j];
bounds.expandBy(bounds._max + morphs[i].mVertices[j]);
bounds.expandBy(bounds._min + morphs[i].mVertices[j]);
}
}
osg::BoundingBox box;
for (unsigned int i=0; i<vertBounds.size(); ++i)
{
vertBounds[i]._max += morphs[0].mVertices[i];
vertBounds[i]._min += morphs[0].mVertices[i];
box.expandBy(vertBounds[i]);
}
// For the initial bounding box (used for object placement) use the default pose, fire off a bounding compute to set this initial box
morphGeom->getBound();
// Now set up the callback so that we get properly enlarged bounds if/when the mesh starts animating
morphGeom->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(box));
morphGeom->addMorphTarget(new osg::Vec3Array(morphs[i].mVertices.size(), &morphs[i].mVertices[0]), 0.f);
return morphGeom;
}

@ -8,7 +8,7 @@
#include <osgParticle/Emitter>
#include <osgParticle/Program>
#include <osgAnimation/MorphGeometry>
#include <components/sceneutil/morphgeometry.hpp>
#include <components/sceneutil/riggeometry.hpp>
@ -49,46 +49,12 @@ namespace SceneUtil
{
if (const osgParticle::ParticleSystem* partsys = dynamic_cast<const osgParticle::ParticleSystem*>(drawable))
return operator()(partsys);
if (dynamic_cast<const osgAnimation::MorphGeometry*>(drawable))
{
osg::CopyOp copyop = *this;
copyop.setCopyFlags(copyop.getCopyFlags()|osg::CopyOp::DEEP_COPY_ARRAYS);
#if OSG_VERSION_LESS_THAN(3,5,0)
/*
Deep copy of primitives required to work around the following (bad?) code in osg::Geometry copy constructor:
if ((copyop.getCopyFlags() & osg::CopyOp::DEEP_COPY_ARRAYS))
{
if (_useVertexBufferObjects)
{
// copying of arrays doesn't set up buffer objects so we'll need to force
// Geometry to assign these, we'll do this by switching off VBO's then renabling them.
setUseVertexBufferObjects(false);
setUseVertexBufferObjects(true);
}
}
In case of DEEP_COPY_PRIMITIVES=Off, DEEP_COPY_ARRAYS=On, the above code makes a modification to the original const Geometry& we copied from,
causing problems if we relied on the original Geometry to remain static such as when it was added to an osgUtil::IncrementalCompileOperation.
Fixed in OSG 3.5 ( http://forum.openscenegraph.org/viewtopic.php?t=15217 ).
*/
copyop.setCopyFlags(copyop.getCopyFlags()|osg::CopyOp::DEEP_COPY_PRIMITIVES);
#endif
osg::Drawable* cloned = osg::clone(drawable, copyop);
return cloned;
}
if (dynamic_cast<const SceneUtil::RigGeometry*>(drawable))
if (dynamic_cast<const SceneUtil::RigGeometry*>(drawable) || dynamic_cast<const SceneUtil::MorphGeometry*>(drawable))
{
return osg::clone(drawable, *this);
}
return osg::CopyOp::operator()(drawable);
}

@ -0,0 +1,187 @@
#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);
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)
{
_boundingBoxComputed = false;
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 if (nv.getVisitorType() == osg::NodeVisitor::INTERSECTION_VISITOR)
nv.apply(*getGeometry(mLastFrameNumber));
else
nv.apply(*this);
nv.popFromNodePath();
}
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)
{
nv->apply(*getGeometry(mLastFrameNumber));
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];
}
}

@ -0,0 +1,81 @@
#ifndef OPENMW_COMPONENTS_MORPHGEOMETRY_H
#define OPENMW_COMPONENTS_MORPHGEOMETRY_H
#include <osg/Geometry>
namespace SceneUtil
{
/// @brief Vertex morphing implementation.
/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread safe way while
/// not compromising rendering performance. This is crucial when using osg's default threading model of DrawThreadPerContext.
class MorphGeometry : public osg::Drawable
{
public:
MorphGeometry();
MorphGeometry(const MorphGeometry& copy, const osg::CopyOp& copyop);
META_Object(SceneUtil, MorphGeometry)
/// Initialize this geometry from the source geometry.
/// @note The source geometry will not be modified.
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
class MorphTarget
{
protected:
osg::ref_ptr<osg::Vec3Array> mOffsets;
float mWeight;
public:
MorphTarget(osg::Vec3Array* offsets, float w = 1.0) : mOffsets(offsets), mWeight(w) {}
void setWeight(float weight) { mWeight = weight; }
float getWeight() const { return mWeight; }
osg::Vec3Array* getOffsets() { return mOffsets.get(); }
const osg::Vec3Array* getOffsets() const { return mOffsets.get(); }
void setOffsets(osg::Vec3Array* offsets) { mOffsets = offsets; }
};
typedef std::vector<MorphTarget> MorphTargetList;
virtual void addMorphTarget( osg::Vec3Array* offsets, float weight = 1.0 );
/** Set the MorphGeometry dirty.*/
void dirty();
/** Get the list of MorphTargets.*/
const MorphTargetList& getMorphTargetList() const { return mMorphTargets; }
/** Get the list of MorphTargets. Warning if you modify this array you will have to call dirty() */
MorphTargetList& getMorphTargetList() { return mMorphTargets; }
/** Return the \c MorphTarget at position \c i.*/
inline const MorphTarget& getMorphTarget( unsigned int i ) const { return mMorphTargets[i]; }
/** Return the \c MorphTarget at position \c i.*/
inline MorphTarget& getMorphTarget( unsigned int i ) { return mMorphTargets[i]; }
osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
virtual void accept(osg::NodeVisitor &nv);
virtual osg::BoundingBox computeBoundingBox() const;
private:
void cull(osg::NodeVisitor* nv);
MorphTargetList mMorphTargets;
osg::ref_ptr<osg::Geometry> mSourceGeometry;
osg::ref_ptr<osg::Geometry> mGeometry[2];
osg::Geometry* getGeometry(unsigned int frame) const;
unsigned int mLastFrameNumber;
bool mDirty; // Have any morph targets changed?
mutable bool mMorphedBoundingBox;
};
}
#endif

@ -6,6 +6,7 @@
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
namespace SceneUtil
{
@ -37,20 +38,20 @@ public:
}
};
class FrameSwitchSerializer : public osgDB::ObjectWrapper
class RigGeometrySerializer : public osgDB::ObjectWrapper
{
public:
FrameSwitchSerializer()
: osgDB::ObjectWrapper(createInstanceFunc<osg::Group>, "NifOsg::FrameSwitch", "osg::Object osg::Node osg::Group NifOsg::FrameSwitch")
RigGeometrySerializer()
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::RigGeometry>, "SceneUtil::RigGeometry", "osg::Object osg::Node osg::Drawable SceneUtil::RigGeometry")
{
}
};
class RigGeometrySerializer : public osgDB::ObjectWrapper
class MorphGeometrySerializer : public osgDB::ObjectWrapper
{
public:
RigGeometrySerializer()
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::RigGeometry>, "SceneUtil::RigGeometry", "osg::Object osg::Node osg::Drawable SceneUtil::RigGeometry")
MorphGeometrySerializer()
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::MorphGeometry>, "SceneUtil::MorphGeometry", "osg::Object osg::Node osg::Drawable SceneUtil::MorphGeometry")
{
}
};
@ -95,8 +96,8 @@ void registerSerializers()
osgDB::ObjectWrapperManager* mgr = osgDB::Registry::instance()->getObjectWrapperManager();
mgr->addWrapper(new PositionAttitudeTransformSerializer);
mgr->addWrapper(new SkeletonSerializer);
mgr->addWrapper(new FrameSwitchSerializer);
mgr->addWrapper(new RigGeometrySerializer);
mgr->addWrapper(new MorphGeometrySerializer);
mgr->addWrapper(new LightManagerSerializer);
mgr->addWrapper(new CameraRelativeTransformSerializer);

@ -13,6 +13,7 @@
#include <components/resource/imagemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "shadermanager.hpp"
@ -376,12 +377,18 @@ namespace Shader
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (SceneUtil::RigGeometry* rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
}
}
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