Revert "Merge branch 'skinning' into 'master'"

This reverts merge request !327
pull/3006/head^2
Alexei Dobrohotov 4 years ago
parent da49901dbc
commit 9f08dc9968

@ -1239,13 +1239,15 @@ namespace NifOsg
std::string boneName = Misc::StringUtils::lowerCase(bones[i].getPtr()->name);
SceneUtil::RigGeometry::BoneInfluence influence;
const auto& weights = data->bones[i].weights;
const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[i].weights;
for(size_t j = 0;j < weights.size();j++)
influence.mWeights.push_back({weights[j].vertex, weights[j].weight});
{
influence.mWeights.emplace_back(weights[j].vertex, weights[j].weight);
}
influence.mInvBindMatrix = data->bones[i].trafo.toMatrix();
influence.mBoundSphere = osg::BoundingSpheref(data->bones[i].boundSphereCenter, data->bones[i].boundSphereRadius);
map->mData.push_back({boneName, influence});
map->mData.emplace_back(boneName, influence);
}
rig->setInfluenceMap(map);

@ -137,13 +137,14 @@ bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
}
mBoneNodesVector.clear();
for (auto& boundPair : mBoneSphereVector->mData)
for (auto& bonePair : mBoneSphereVector->mData)
{
Bone* bone = mSkeleton->getBone(boundPair.name);
const std::string& boneName = bonePair.first;
Bone* bone = mSkeleton->getBone(boneName);
if (!bone)
{
mBoneNodesVector.push_back(nullptr);
Log(Debug::Error) << "Error: RigGeometry did not find bone " << boundPair.name;
Log(Debug::Error) << "Error: RigGeometry did not find bone " << boneName;
continue;
}
@ -154,11 +155,12 @@ bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
{
for (auto &weight : pair.first)
{
Bone* bone = mSkeleton->getBone(weight.boneName);
const std::string& boneName = weight.first.first;
Bone* bone = mSkeleton->getBone(boneName);
if (!bone)
{
mBoneNodesVector.push_back(nullptr);
Log(Debug::Error) << "Error: RigGeometry did not find bone " << weight.boneName;
Log(Debug::Error) << "Error: RigGeometry did not find bone " << boneName;
continue;
}
@ -216,7 +218,7 @@ void RigGeometry::cull(osg::NodeVisitor* nv)
if (bone == nullptr)
continue;
accumulateMatrix(weight.bindMatrix, bone->mMatrixInSkeletonSpace, weight.value, resultMat);
accumulateMatrix(weight.first.second, bone->mMatrixInSkeletonSpace, weight.second, resultMat);
index++;
}
@ -279,7 +281,7 @@ void RigGeometry::updateBounds(osg::NodeVisitor *nv)
continue;
index++;
osg::BoundingSpheref bs = boundPair.sphere;
osg::BoundingSpheref bs = boundPair.second;
if (mGeomToSkelMatrix)
transformBoundingSphere(bone->mMatrixInSkeletonSpace * (*mGeomToSkelMatrix), bs);
else
@ -335,21 +337,30 @@ void RigGeometry::setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap)
{
mInfluenceMap = influenceMap;
using Vertex2BoneMap = std::map<unsigned short, std::vector<BoneWeight>>;
typedef std::map<unsigned short, std::vector<BoneWeight> > Vertex2BoneMap;
Vertex2BoneMap vertex2BoneMap;
mBoneSphereVector = new BoneSphereVector;
mBoneSphereVector->mData.reserve(mInfluenceMap->mData.size());
mBone2VertexVector = new Bone2VertexVector;
for (const BoneData& bone : mInfluenceMap->mData)
for (auto& influencePair : mInfluenceMap->mData)
{
mBoneSphereVector->mData.push_back({bone.name, bone.influence.mBoundSphere});
for (auto& weight : bone.influence.mWeights)
vertex2BoneMap[weight.vertex].push_back({bone.name, bone.influence.mInvBindMatrix, weight.value});
const std::string& boneName = influencePair.first;
const BoneInfluence& bi = influencePair.second;
mBoneSphereVector->mData.emplace_back(boneName, bi.mBoundSphere);
for (auto& weightPair: bi.mWeights)
{
std::vector<BoneWeight>& vec = vertex2BoneMap[weightPair.first];
vec.emplace_back(std::make_pair(boneName, bi.mInvBindMatrix), weightPair.second);
}
}
Bone2VertexMap bone2VertexMap;
for (auto& vertexPair : vertex2BoneMap)
{
bone2VertexMap[vertexPair.second].emplace_back(vertexPair.first);
}
mBone2VertexVector->mData.reserve(bone2VertexMap.size());
mBone2VertexVector->mData.assign(bone2VertexMap.begin(), bone2VertexMap.end());

@ -25,32 +25,17 @@ namespace SceneUtil
// Currently empty as this is difficult to implement. Technically we would need to compile both internal geometries in separate frames but this method is only called once. Alternatively we could compile just the static parts of the model.
virtual void compileGLObjects(osg::RenderInfo& renderInfo) const {}
struct VertexWeight
{
unsigned short vertex;
float value;
};
struct BoneInfluence
{
osg::Matrixf mInvBindMatrix;
osg::BoundingSpheref mBoundSphere;
std::vector<VertexWeight> mWeights;
};
struct BoneData
{
std::string name;
BoneInfluence influence;
bool operator<(const BoneData& other) const
{
return name < other.name;
}
// <vertex index, weight>
std::vector<std::pair<unsigned short, float>> mWeights;
};
struct InfluenceMap : public osg::Referenced
{
std::vector<BoneData> mData;
std::vector<std::pair<std::string, BoneInfluence>> mData;
};
void setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap);
@ -94,36 +79,23 @@ namespace SceneUtil
osg::ref_ptr<InfluenceMap> mInfluenceMap;
struct BoneWeight
{
std::string boneName;
osg::Matrixf bindMatrix;
float value;
bool operator<(const BoneWeight& other) const
{
return boneName < other.boneName;
}
};
typedef std::pair<std::string, osg::Matrixf> BoneBindMatrixPair;
typedef std::pair<BoneBindMatrixPair, float> BoneWeight;
typedef std::vector<unsigned short> VertexList;
using VertexList = std::vector<unsigned short>;
using BoneWeightList = std::vector<BoneWeight>;
using Bone2VertexMap = std::map<BoneWeightList, VertexList>;
typedef std::map<std::vector<BoneWeight>, VertexList> Bone2VertexMap;
struct Bone2VertexVector : public osg::Referenced
{
std::vector<std::pair<BoneWeightList, VertexList>> mData;
std::vector<std::pair<std::vector<BoneWeight>, VertexList>> mData;
};
osg::ref_ptr<Bone2VertexVector> mBone2VertexVector;
struct BoneSphere
{
std::string name;
osg::BoundingSpheref sphere;
};
struct BoneSphereVector : public osg::Referenced
{
std::vector<BoneSphere> mData;
std::vector<std::pair<std::string, osg::BoundingSpheref>> mData;
};
osg::ref_ptr<BoneSphereVector> mBoneSphereVector;
std::vector<Bone*> mBoneNodesVector;

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