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			347 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			347 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#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 "skeleton.hpp"
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#include "util.hpp"
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namespace SceneUtil
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{
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class UpdateRigBounds : public osg::Drawable::UpdateCallback
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{
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public:
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    UpdateRigBounds()
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    {
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    }
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    UpdateRigBounds(const UpdateRigBounds& copy, const osg::CopyOp& copyop)
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        : osg::Drawable::UpdateCallback(copy, copyop)
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    {
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    }
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    META_Object(SceneUtil, UpdateRigBounds)
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    void update(osg::NodeVisitor* nv, osg::Drawable* drw)
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    {
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        RigGeometry* rig = static_cast<RigGeometry*>(drw);
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        rig->updateBounds(nv);
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    }
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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(SceneUtil, 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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// We can't compute the bounds without a NodeVisitor, since we need the current geomToSkelMatrix.
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// So we return nothing. Bounds are updated every frame in the UpdateCallback.
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class DummyComputeBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback
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{
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public:
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    virtual osg::BoundingBox computeBound(const osg::Drawable&) const  { return osg::BoundingBox(); }
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};
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RigGeometry::RigGeometry()
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    : mSkeleton(NULL)
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    , mLastFrameNumber(0)
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    , mBoundsFirstFrame(true)
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{
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    setCullCallback(new UpdateRigGeometry);
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    setUpdateCallback(new UpdateRigBounds);
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    setSupportsDisplayList(false);
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    setUseVertexBufferObjects(true);
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    setComputeBoundingBoxCallback(new DummyComputeBoundCallback);
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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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    , mSkeleton(NULL)
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    , mInfluenceMap(copy.mInfluenceMap)
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    , mLastFrameNumber(0)
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    , mBoundsFirstFrame(true)
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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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    // shallow copy primitive sets & vertex attributes that we will not modify
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    setPrimitiveSetList(from.getPrimitiveSetList());
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    setColorArray(from.getColorArray());
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    setSecondaryColorArray(from.getSecondaryColorArray());
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    setFogCoordArray(from.getFogCoordArray());
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    // need to copy over texcoord list manually due to a missing null pointer check in setTexCoordArrayList(), this has been fixed in OSG 3.5
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    osg::Geometry::ArrayList& texCoordList = from.getTexCoordArrayList();
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    for (unsigned int i=0; i<texCoordList.size(); ++i)
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        if (texCoordList[i])
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            setTexCoordArray(i, texCoordList[i], osg::Array::BIND_PER_VERTEX);
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    setVertexAttribArrayList(from.getVertexAttribArrayList());
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    // vertices and normals are modified every frame, so we need to deep copy them.
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    // assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
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    osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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    vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
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    osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
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    if (vertexArray)
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    {
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        vertexArray->setVertexBufferObject(vbo);
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        setVertexArray(vertexArray);
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    }
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    osg::ref_ptr<osg::Array> normalArray = osg::clone(from.getNormalArray(), osg::CopyOp::DEEP_COPY_ALL);
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    if (normalArray)
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    {
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        normalArray->setVertexBufferObject(vbo);
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        setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
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    }
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    if (osg::Vec4Array* tangents = dynamic_cast<osg::Vec4Array*>(from.getTexCoordArray(7)))
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    {
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        mSourceTangents = tangents;
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        osg::ref_ptr<osg::Array> tangentArray = osg::clone(tangents, osg::CopyOp::DEEP_COPY_ALL);
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        tangentArray->setVertexBufferObject(vbo);
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        setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
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    }
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    else
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        mSourceTangents = NULL;
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}
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osg::ref_ptr<osg::Geometry> RigGeometry::getSourceGeometry()
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{
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    return mSourceGeometry;
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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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    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* 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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        mBoneSphereMap[bone] = it->second.mBoundSphere;
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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 accumulateMatrix(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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    {
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        std::cerr << "RigGeometry rendering with no skeleton, should have been initialized by UpdateVisitor" << std::endl;
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        // try to recover anyway, though rendering is likely to be incorrect.
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        if (!initFromParentSkeleton(nv))
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            return;
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    }
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    if (!mSkeleton->getActive() && mLastFrameNumber != 0)
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        return;
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    if (mLastFrameNumber == nv->getTraversalNumber())
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        return;
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    mLastFrameNumber = nv->getTraversalNumber();
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    mSkeleton->updateBoneMatrices(nv->getTraversalNumber());
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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::Vec4Array* tangentSrc = mSourceTangents;
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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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    osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(getTexCoordArray(7));
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    for (Bone2VertexMap::const_iterator it = mBone2VertexMap.begin(); it != mBone2VertexMap.end(); ++it)
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    {
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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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        for (std::vector<BoneWeight>::const_iterator weightIt = it->first.begin(); weightIt != it->first.end(); ++weightIt)
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        {
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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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            accumulateMatrix(invBindMatrix, boneMatrix, weight, resultMat);
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        }
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        resultMat = resultMat * mGeomToSkelMatrix;
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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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            if (tangentDst)
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            {
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                osg::Vec4f srcTangent = (*tangentSrc)[vertex];
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                osg::Vec3f transformedTangent = osg::Matrix::transform3x3(osg::Vec3f(srcTangent.x(), srcTangent.y(), srcTangent.z()), resultMat);
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                (*tangentDst)[vertex] = osg::Vec4f(transformedTangent, srcTangent.w());
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            }
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        }
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    }
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    positionDst->dirty();
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    normalDst->dirty();
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    if (tangentDst)
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        tangentDst->dirty();
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}
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void RigGeometry::updateBounds(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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    if (!mSkeleton->getActive() && !mBoundsFirstFrame)
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        return;
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    mBoundsFirstFrame = false;
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    mSkeleton->updateBoneMatrices(nv->getTraversalNumber());
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    updateGeomToSkelMatrix(nv->getNodePath());
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    osg::BoundingBox box;
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    for (BoneSphereMap::const_iterator it = mBoneSphereMap.begin(); it != mBoneSphereMap.end(); ++it)
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    {
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        Bone* bone = it->first;
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        osg::BoundingSpheref bs = it->second;
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        transformBoundingSphere(bone->mMatrixInSkeletonSpace * mGeomToSkelMatrix, bs);
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        box.expandBy(bs);
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    }
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    _boundingBox = box;
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    _boundingSphere = osg::BoundingSphere(_boundingBox);
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    _boundingSphereComputed = true;
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    for (unsigned int i=0; i<getNumParents(); ++i)
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        getParent(i)->dirtyBound();
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}
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void RigGeometry::updateGeomToSkelMatrix(const osg::NodePath& nodePath)
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{
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    mSkelToGeomPath.clear();
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    bool foundSkel = false;
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    for (osg::NodePath::const_iterator it = nodePath.begin(); it != nodePath.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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            mSkelToGeomPath.push_back(*it);
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    }
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    mGeomToSkelMatrix = osg::computeWorldToLocal(mSkelToGeomPath);
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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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