root/OpenSceneGraph/trunk/include/osgAnimation/RigTransformHardware @ 11009

Revision 11009, 2.9 kB (checked in by robert, 5 years ago)

From Cedric Pinson, "Here a list of changes:
Bone now inherit from MatrixTransform?. It simplify a lot the update of
Bone matrix. It helps to have the bone system more generic. eg it's now
possible to have animation data with precomputed bind matrix. The other
benefit, is now the collada plugin will be able to use osgAnimation to
display skinned mesh. Michael Plating did a great work to improve this
aspect, he is working on the collada plugin and should be able to submit
a new version soon.
The RigGeometry? has been refactored so now it works when you save and
reload RigGeometry? because the source is not touched anymore. The
benefit with this update is that it should be now possible to use a
MorphGeometry? as source for a RigGeometry?.

The bad news is that the format has changed, so i have rebuild osg-data
related to osgAnimation data, updated the blender exporter to export to
the new format.
The fbx plugin could be touched about this commit, i dont compile it so
i can't give more information about it.
The bvh plugin has been updated by Wang rui so this one is fixed with
the new code of osgAnimation.
The examples has been updated to work with the new code too...

The example osg-data/example.osg should be remove, it's an old example
that does not work.

For people using blender the blender exporter up to date is here:
http://hg.plopbyte.net/osgexport2/
it will be merge to http://hg.plopbyte.net/osgexport/ as soon as the
modification will be push in the trunk.
"

RevLine 
[10693]1/*  -*-c++-*-
2 *  Copyright (C) 2009 Cedric Pinson <cedric.pinson@plopbyte.net>
3 *
4 * This library is open source and may be redistributed and/or modified under 
5 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
6 * (at your option) any later version.  The full license is in LICENSE file
7 * included with this distribution, and on the openscenegraph.org website.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 * OpenSceneGraph Public License for more details.
13 */
14
[11009]15#ifndef OSGANIMATION_RIG_TRANSFORM_HARDWARE
16#define OSGANIMATION_RIG_TRANSFORM_HARDWARE 1
[10693]17
18#include <osgAnimation/Export>
19#include <osgAnimation/RigTransform>
20#include <osgAnimation/VertexInfluence>
21#include <osgAnimation/Bone>
22#include <osg/Matrix>
23#include <osg/Array>
24
25namespace osgAnimation
26{
27    class RigGeometry;
28
29    /// This class manage format for hardware skinning
30    class OSGANIMATION_EXPORT RigTransformHardware : public RigTransform
31    {
32    public:
33        typedef osg::Matrix MatrixType;
34        typedef osgAnimation::Bone BoneType;
35        typedef std::vector<osg::ref_ptr<osg::Vec4Array> > BoneWeightAttribList;
36        typedef std::vector<osg::ref_ptr<BoneType> > BonePalette;
37
38        typedef std::vector<osg::Matrix> MatrixPalette;
39        struct IndexWeightEntry
40        {
41            int _boneIndex;
42            float _boneWeight;
43            IndexWeightEntry() { _boneIndex = 0; _boneWeight = 0;}
[10918]44            IndexWeightEntry(int index, float weight) { _boneIndex = index; _boneWeight = weight;}
[10693]45            int getIndex() const { return _boneIndex; }
46            float getWeight() const { return _boneWeight; }
47        };
48        typedef std::vector<std::vector<IndexWeightEntry> > VertexIndexWeightList;
49
[11009]50        RigTransformHardware();
51
[10693]52        osg::Vec4Array* getVertexAttrib(int index);
53        int getNumVertexAttrib();
54
55        osg::Uniform* getMatrixPaletteUniform();
56        void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
57
58        int getNumBonesPerVertex() const;
59        int getNumVertexes() const;
60
61        bool createPalette(int nbVertexes, BoneMap boneMap, const VertexInfluenceSet::VertexIndexToBoneWeightMap& vertexIndexToBoneWeightMap);
62
[11009]63        virtual void operator()(RigGeometry&);
64        void setShader(osg::Shader*);
[10693]65
66    protected:
67
[11009]68        bool init(RigGeometry&);
69
[10693]70        BoneWeightAttribList createVertexAttribList();
71        osg::Uniform* createVertexUniform();
72
73        int _bonesPerVertex;
74        int _nbVertexes;
75        VertexIndexWeightList _vertexIndexMatrixWeightList;
76        BonePalette _bonePalette;
77        BoneWeightAttribList _boneWeightAttribArrays;
78        osg::ref_ptr<osg::Uniform> _uniformMatrixPalette;
79        osg::ref_ptr<osg::Shader> _shader;
[11009]80
81        bool _needInit;
[10693]82    };
83}
84
85#endif
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