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openmw/components/sceneutil/riggeometry.hpp

114 lines
4.3 KiB
C++

#ifndef OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
#define OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
#include <osg/Geometry>
#include <osg/Matrixf>
namespace SceneUtil
{
class Skeleton;
class Bone;
// TODO: This class has a lot of issues.
// - We require too many workarounds to ensure safety.
// - mSourceGeometry should be const, but can not be const because of a use case in shadervisitor.cpp.
// - We create useless mGeometry clones in template RigGeometries.
// - We do not support compileGLObjects.
// - We duplicate some code in MorphGeometry.
/// @brief Mesh skinning implementation.
/// @note A RigGeometry may be attached directly to a Skeleton, or somewhere below a Skeleton.
/// Note though that the RigGeometry ignores any transforms below the Skeleton, so the attachment point is not that
/// important.
/// @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 RigGeometry : public osg::Drawable
{
public:
RigGeometry();
RigGeometry(const RigGeometry& copy, const osg::CopyOp& copyop);
META_Object(SceneUtil, RigGeometry)
// 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.
void compileGLObjects(osg::RenderInfo& renderInfo) const override {}
struct BoneInfo
{
std::string mName;
osg::BoundingSpheref mBoundSphere;
osg::Matrixf mInvBindMatrix;
};
using VertexWeight = std::pair<unsigned short, float>;
using VertexWeights = std::vector<VertexWeight>;
using BoneWeight = std::pair<size_t, float>;
using BoneWeights = std::vector<BoneWeight>;
void setBoneInfo(std::vector<BoneInfo>&& bones);
// Convert influences in vertex and weight list per bone format
void setInfluences(const std::vector<VertexWeights>& influences);
// Convert influences in bone and weight list per vertex format
void setInfluences(const std::vector<BoneWeights>& influences);
/// Initialize this geometry from the source geometry.
/// @note The source geometry will not be modified.
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
void accept(osg::NodeVisitor& nv) override;
bool supports(const osg::PrimitiveFunctor&) const override { return true; }
void accept(osg::PrimitiveFunctor&) const override;
struct CopyBoundingBoxCallback : osg::Drawable::ComputeBoundingBoxCallback
{
osg::BoundingBox boundingBox;
osg::BoundingBox computeBound(const osg::Drawable&) const override { return boundingBox; }
};
struct CopyBoundingSphereCallback : osg::Node::ComputeBoundingSphereCallback
{
osg::BoundingSphere boundingSphere;
osg::BoundingSphere computeBound(const osg::Node&) const override { return boundingSphere; }
};
private:
void cull(osg::NodeVisitor* nv);
void updateBounds(osg::NodeVisitor* nv);
osg::ref_ptr<osg::Geometry> mGeometry[2];
osg::Geometry* getGeometry(unsigned int frame) const;
osg::ref_ptr<osg::Geometry> mSourceGeometry;
osg::ref_ptr<const osg::Vec4Array> mSourceTangents;
Skeleton* mSkeleton{ nullptr };
osg::ref_ptr<osg::RefMatrix> mGeomToSkelMatrix;
using VertexList = std::vector<unsigned short>;
struct InfluenceData : public osg::Referenced
{
std::vector<BoneInfo> mBones;
std::vector<std::pair<BoneWeights, VertexList>> mInfluences;
};
osg::ref_ptr<InfluenceData> mData;
std::vector<Bone*> mNodes;
unsigned int mLastFrameNumber{ 0 };
bool mBoundsFirstFrame{ true };
bool initFromParentSkeleton(osg::NodeVisitor* nv);
void updateGeomToSkelMatrix(const osg::NodePath& nodePath);
};
}
#endif