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Timestamp:
01/27/10 13:24:55 (3 years ago)
Author:
robert
Message:

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.
"

Files:
1 modified

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  • OpenSceneGraph/trunk/include/osgAnimation/RigTransformSoftware

    r10877 r11009  
    1313 */ 
    1414 
    15 #ifndef OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H 
    16 #define OSGANIMATION_RIG_TRANSFORM_SOFTWARE_H 1 
     15#ifndef OSGANIMATION_RIGTRANSFORM_SOFTWARE 
     16#define OSGANIMATION_RIGTRANSFORM_SOFTWARE 1 
    1717 
    1818#include <osgAnimation/Export> 
    1919#include <osgAnimation/RigTransform> 
    2020#include <osgAnimation/Bone> 
     21#include <osgAnimation/VertexInfluence> 
     22#include <osg/observer_ptr> 
    2123 
    2224namespace osgAnimation  
     
    3032    public: 
    3133 
    32         virtual bool init(RigGeometry&); 
    33         virtual void update(RigGeometry&); 
     34        RigTransformSoftware(); 
     35        virtual void operator()(RigGeometry&); 
    3436     
    3537 
     
    157159        } 
    158160 
    159         const std::vector<osg::Vec3>& getPositionSource() const { return _positionSource;} 
    160         const std::vector<osg::Vec3>& getNormalSource() const { return _normalSource;} 
    161  
    162161    protected: 
    163162 
    164         void initVertexSetFromBones(const Bone::BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence); 
     163        bool init(RigGeometry&); 
     164        void initVertexSetFromBones(const BoneMap& map, const VertexInfluenceSet::UniqVertexSetToBoneSetList& influence); 
     165        std::vector<UniqBoneSetVertexSet> _boneSetVertexSet; 
    165166 
    166         std::vector<UniqBoneSetVertexSet> _boneSetVertexSet; 
    167         std::vector<osg::Vec3> _positionSource; 
    168         std::vector<osg::Vec3> _normalSource; 
     167        bool _needInit; 
    169168 
    170169    };