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@ -114,19 +114,60 @@ bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
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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* b = mSkeleton->getBone(it->first);
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if (!b)
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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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mResolvedInfluenceMap[b] = it->second;
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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 accummulateMatrix(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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@ -158,29 +199,28 @@ void RigGeometry::update(osg::NodeVisitor* nv)
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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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for (Bone2VertexMap::const_iterator it = mBone2VertexMap.begin(); it != mBone2VertexMap.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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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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// 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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for (std::vector<BoneWeight>::const_iterator weightIt = it->first.begin(); weightIt != it->first.end(); ++weightIt)
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{
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unsigned short vertex = weightIt->first;
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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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accummulateMatrix(invBindMatrix, boneMatrix, weight, resultMat);
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}
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resultMat = resultMat * geomToSkel;
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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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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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}
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}
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