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114 lines
4.3 KiB
C++
114 lines
4.3 KiB
C++
#ifndef OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
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#define OPENMW_COMPONENTS_NIFOSG_RIGGEOMETRY_H
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#include <osg/Geometry>
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#include <osg/Matrixf>
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namespace SceneUtil
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{
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class Skeleton;
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class Bone;
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// TODO: This class has a lot of issues.
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// - We require too many workarounds to ensure safety.
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// - mSourceGeometry should be const, but can not be const because of a use case in shadervisitor.cpp.
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// - We create useless mGeometry clones in template RigGeometries.
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// - We do not support compileGLObjects.
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// - We duplicate some code in MorphGeometry.
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/// @brief Mesh skinning implementation.
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/// @note A RigGeometry may be attached directly to a Skeleton, or somewhere below a Skeleton.
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/// Note though that the RigGeometry ignores any transforms below the Skeleton, so the attachment point is not that
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/// important.
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/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread
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/// safe way while not compromising rendering performance. This is crucial when using osg's default threading model
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/// of DrawThreadPerContext.
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class RigGeometry : public osg::Drawable
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{
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public:
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RigGeometry();
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RigGeometry(const RigGeometry& copy, const osg::CopyOp& copyop);
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META_Object(SceneUtil, RigGeometry)
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// Currently empty as this is difficult to implement. Technically we would need to compile both internal
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// geometries in separate frames but this method is only called once. Alternatively we could compile just the
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// static parts of the model.
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void compileGLObjects(osg::RenderInfo& renderInfo) const override {}
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struct BoneInfo
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{
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std::string mName;
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osg::BoundingSpheref mBoundSphere;
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osg::Matrixf mInvBindMatrix;
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};
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using VertexWeight = std::pair<unsigned short, float>;
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using VertexWeights = std::vector<VertexWeight>;
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using BoneWeight = std::pair<size_t, float>;
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using BoneWeights = std::vector<BoneWeight>;
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void setBoneInfo(std::vector<BoneInfo>&& bones);
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// Convert influences in vertex and weight list per bone format
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void setInfluences(const std::vector<VertexWeights>& influences);
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// Convert influences in bone and weight list per vertex format
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void setInfluences(const std::vector<BoneWeights>& influences);
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/// Initialize this geometry from the source geometry.
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/// @note The source geometry will not be modified.
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void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
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osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
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void accept(osg::NodeVisitor& nv) override;
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bool supports(const osg::PrimitiveFunctor&) const override { return true; }
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void accept(osg::PrimitiveFunctor&) const override;
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struct CopyBoundingBoxCallback : osg::Drawable::ComputeBoundingBoxCallback
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{
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osg::BoundingBox boundingBox;
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osg::BoundingBox computeBound(const osg::Drawable&) const override { return boundingBox; }
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};
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struct CopyBoundingSphereCallback : osg::Node::ComputeBoundingSphereCallback
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{
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osg::BoundingSphere boundingSphere;
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osg::BoundingSphere computeBound(const osg::Node&) const override { return boundingSphere; }
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};
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private:
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void cull(osg::NodeVisitor* nv);
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void updateBounds(osg::NodeVisitor* nv);
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osg::ref_ptr<osg::Geometry> mGeometry[2];
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osg::Geometry* getGeometry(unsigned int frame) const;
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osg::ref_ptr<osg::Geometry> mSourceGeometry;
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osg::ref_ptr<const osg::Vec4Array> mSourceTangents;
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Skeleton* mSkeleton{ nullptr };
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osg::ref_ptr<osg::RefMatrix> mGeomToSkelMatrix;
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using VertexList = std::vector<unsigned short>;
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struct InfluenceData : public osg::Referenced
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{
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std::vector<BoneInfo> mBones;
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std::vector<std::pair<BoneWeights, VertexList>> mInfluences;
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};
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osg::ref_ptr<InfluenceData> mData;
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std::vector<Bone*> mNodes;
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unsigned int mLastFrameNumber{ 0 };
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bool mBoundsFirstFrame{ true };
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bool initFromParentSkeleton(osg::NodeVisitor* nv);
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void updateGeomToSkelMatrix(const osg::NodePath& nodePath);
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};
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}
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#endif
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