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74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
#ifndef OPENMW_COMPONENTS_OSGAEXTENSION_RIGGEOMETRY_H
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#define OPENMW_COMPONENTS_OSGAEXTENSION_RIGGEOMETRY_H
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#include <array>
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#include <osg/Drawable>
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#include <osgAnimation/RigGeometry>
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#include <osg/NodeVisitor>
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namespace SceneUtil
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{
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/// @brief Custom RigGeometry-class for osgAnimation-formats (collada)
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class OsgaRigGeometry : public osgAnimation::RigGeometry
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{
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public:
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OsgaRigGeometry();
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OsgaRigGeometry(const osgAnimation::RigGeometry& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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OsgaRigGeometry(const OsgaRigGeometry& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(SceneUtil, OsgaRigGeometry);
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void computeMatrixFromRootSkeleton(osg::MatrixList mtxList);
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};
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/// @brief OpenMW-compatible double buffered static datavariance version of osgAnimation::RigGeometry
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/// This class is based on osgAnimation::RigGeometry and SceneUtil::RigGeometry
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class RigGeometryHolder : public osg::Drawable
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{
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public:
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RigGeometryHolder();
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RigGeometryHolder(const RigGeometryHolder& copy, const osg::CopyOp& copyop);
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RigGeometryHolder(const osgAnimation::RigGeometry& copy, const osg::CopyOp& copyop);
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META_Object(SceneUtil, RigGeometryHolder);
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void setSourceRigGeometry(osg::ref_ptr<OsgaRigGeometry> sourceRigGeometry);
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osg::ref_ptr<OsgaRigGeometry> getSourceRigGeometry() const;
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/// @brief Modified rig update, code based on osgAnimation::UpdateRigGeometry : public
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/// osg::Drawable::UpdateCallback
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void updateRigGeometry(OsgaRigGeometry* geom, osg::NodeVisitor* nv);
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OsgaRigGeometry* getGeometry(int geometry);
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void accept(osg::NodeVisitor& nv) override;
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void accept(osg::PrimitiveFunctor&) const override;
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bool supports(const osg::PrimitiveFunctor&) const override { return true; }
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void setBackToOrigin(osg::MatrixTransform* backToOrigin) { mBackToOrigin = backToOrigin; }
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void setBodyPart(bool isBodyPart) { mIsBodyPart = isBodyPart; }
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private:
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std::array<osg::ref_ptr<OsgaRigGeometry>, 2> mGeometry;
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osg::ref_ptr<OsgaRigGeometry> mSourceRigGeometry;
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osg::MatrixTransform* mBackToOrigin; // This is used to move riggeometries from their slot locations to skeleton
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// origin in order to get correct deformations for bodyparts
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unsigned int mLastFrameNumber;
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bool mIsBodyPart;
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void updateBackToOriginTransform(OsgaRigGeometry* geometry);
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OsgaRigGeometry* getRigGeometryPerFrame(unsigned int frame) const;
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};
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}
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#endif
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