/* -*-c++-*- * Copyright (C) 2008 Cedric Pinson * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include using namespace osgAnimation; // The idea is to compute a bounding box with a factor x of the first step we compute the bounding box class RigComputeBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback { public: RigComputeBoundingBoxCallback(double factor = 2.0) : _computed(false), _factor(factor) {} void reset() { _computed = false; } virtual osg::BoundingBox computeBound(const osg::Drawable& drawable) const { const osgAnimation::RigGeometry& rig = dynamic_cast(drawable); // if a valid inital bounding box is set we use it without asking more if (rig.getInitialBound().valid()) return rig.getInitialBound(); if (_computed) return _boundingBox; // if the computing of bb is invalid (like no geometry inside) // then dont tag the bounding box as computed osg::BoundingBox bb = rig.computeBound(); if (!bb.valid()) return bb; _boundingBox.expandBy(bb); osg::Vec3 center = _boundingBox.center(); osg::Vec3 vec = (_boundingBox._max-center)*_factor; _boundingBox.expandBy(center + vec); _boundingBox.expandBy(center - vec); _computed = true; // osg::notify(osg::NOTICE) << "build the bounding box for RigGeometry " << rig.getName() << " " << _boundingBox._min << " " << _boundingBox._max << std::endl; return _boundingBox; } protected: mutable bool _computed; double _factor; mutable osg::BoundingBox _boundingBox; }; RigGeometry::RigGeometry() { _supportsDisplayList = false; setUseVertexBufferObjects(true); setUpdateCallback(new UpdateVertex); setDataVariance(osg::Object::DYNAMIC); _needToComputeMatrix = true; _matrixFromSkeletonToGeometry = _invMatrixFromSkeletonToGeometry = osg::Matrix::identity(); // disable the computation of boundingbox for the rig mesh setComputeBoundingBoxCallback(new RigComputeBoundingBoxCallback); } RigGeometry::RigGeometry(const osg::Geometry& b) : osg::Geometry(b, osg::CopyOp::SHALLOW_COPY) { _supportsDisplayList = false; setUseVertexBufferObjects(true); setUpdateCallback(new UpdateVertex); setDataVariance(osg::Object::DYNAMIC); _needToComputeMatrix = true; _matrixFromSkeletonToGeometry = _invMatrixFromSkeletonToGeometry = osg::Matrix::identity(); // disable the computation of boundingbox for the rig mesh setComputeBoundingBoxCallback(new RigComputeBoundingBoxCallback); } RigGeometry::RigGeometry(const RigGeometry& b, const osg::CopyOp& copyop) : osg::Geometry(b,copyop), _vertexInfluenceSet(b._vertexInfluenceSet), _vertexInfluenceMap(b._vertexInfluenceMap), _needToComputeMatrix(b._needToComputeMatrix) { // we dont copy the RigImplementation yet. because the RigImplementation need to be initialized in a valid graph, with a skeleton ... // dont know yet what to do with a clone of a RigGeometry } const osg::Matrix& RigGeometry::getMatrixFromSkeletonToGeometry() const { return _matrixFromSkeletonToGeometry; } const osg::Matrix& RigGeometry::getInvMatrixFromSkeletonToGeometry() const { return _invMatrixFromSkeletonToGeometry;} void RigGeometry::drawImplementation(osg::RenderInfo& renderInfo) const { osg::Geometry::drawImplementation(renderInfo); } void RigGeometry::buildVertexInfluenceSet() { if (!_vertexInfluenceMap.valid()) { osg::notify(osg::WARN) << "buildVertexInfluenceSet can't be called without VertexInfluence already set to the RigGeometry ( " << getName() << " ) " << std::endl; return; } _vertexInfluenceSet.clear(); for (osgAnimation::VertexInfluenceMap::iterator it = _vertexInfluenceMap->begin(); it != _vertexInfluenceMap->end(); it++) _vertexInfluenceSet.addVertexInfluence(it->second); _vertexInfluenceSet.buildVertex2BoneList(); _vertexInfluenceSet.buildUniqVertexSetToBoneSetList(); osg::notify(osg::NOTICE) << "uniq groups " << _vertexInfluenceSet.getUniqVertexSetToBoneSetList().size() << " for " << getName() << std::endl; } void RigGeometry::computeMatrixFromRootSkeleton() { if (!_root.valid()) { osg::notify(osg::WARN) << "Warning " << className() <<"::computeMatrixFromRootSkeleton if you have this message it means you miss to call buildTransformer(Skeleton* root), or your RigGeometry (" << getName() <<") is not attached to a Skeleton subgraph" << std::endl; return; } osg::MatrixList mtxList = getParent(0)->getWorldMatrices(_root.get()); _matrixFromSkeletonToGeometry = mtxList[0]; _invMatrixFromSkeletonToGeometry = osg::Matrix::inverse(_matrixFromSkeletonToGeometry); _needToComputeMatrix = false; } void RigGeometry::update() { if (!getRigTransformImplementation()) { _rigTransformImplementation = new RigTransformSoftware; } if (getRigTransformImplementation()->needInit()) if (!getRigTransformImplementation()->init(*this)) return; getRigTransformImplementation()->update(*this); } const VertexInfluenceSet& RigGeometry::getVertexInfluenceSet() const { return _vertexInfluenceSet;} const Skeleton* RigGeometry::getSkeleton() const { return _root.get(); } Skeleton* RigGeometry::getSkeleton() { return _root.get(); } void RigGeometry::setSkeleton(Skeleton* root) { _root = root;} RigTransform* RigGeometry::getRigTransformImplementation() { return _rigTransformImplementation.get(); } void RigGeometry::setRigTransformImplementation(RigTransform* rig) { _rigTransformImplementation = rig; }