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103 lines
3.6 KiB
103 lines
3.6 KiB
/* -*-c++-*- |
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net> |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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#ifndef OSGANIMATION_VERTEX_INFLUENCE |
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#define OSGANIMATION_VERTEX_INFLUENCE 1 |
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#include <osg/Object> |
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#include <osgAnimation/Export> |
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#include <map> |
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#include <vector> |
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#include <string> |
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namespace osgAnimation |
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{ |
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// first is vertex index, and second the weight, the |
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typedef std::pair<int, float> VertexIndexWeight; |
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typedef std::vector<VertexIndexWeight> VertexList; |
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class OSGANIMATION_EXPORT VertexInfluence : public VertexList |
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{ |
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public: |
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const std::string& getName() const { return _name;} |
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void setName(const std::string& name) { _name = name;} |
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protected: |
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// the name is the bone to link to |
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std::string _name; |
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}; |
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class VertexInfluenceMap : public std::map<std::string, VertexInfluence> , public osg::Object |
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{ |
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public: |
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META_Object(osgAnimation, VertexInfluenceMap); |
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VertexInfluenceMap() {} |
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VertexInfluenceMap(const osgAnimation::VertexInfluenceMap&, const osg::CopyOp&) {} |
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}; |
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// this class manage VertexInfluence database by mesh |
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// reference bones per vertex ... |
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class OSGANIMATION_EXPORT VertexInfluenceSet |
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{ |
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public: |
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typedef std::vector<VertexInfluence> BoneToVertexList; |
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class BoneWeight |
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{ |
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public: |
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BoneWeight(const std::string& name, float weight) : _boneName(name), _weight(weight) {} |
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const std::string& getBoneName() const { return _boneName; } |
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float getWeight() const { return _weight; } |
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void setWeight(float weight) { _weight = weight; } |
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bool operator==(const BoneWeight& b) const { return (_boneName == b.getBoneName() && _weight == b.getWeight()); } |
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protected: |
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std::string _boneName; |
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float _weight; |
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}; |
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typedef std::vector<BoneWeight> BoneWeightList; |
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typedef std::map<int,BoneWeightList> VertexIndexToBoneWeightMap; |
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class UniqVertexSetToBoneSet |
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{ |
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public: |
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void setBones(BoneWeightList& bones) { _bones = bones;} |
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const BoneWeightList& getBones() const { return _bones;} |
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std::vector<int>& getVertexes() { return _vertexes;} |
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const std::vector<int>& getVertexes() const { return _vertexes;} |
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protected: |
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std::vector<int> _vertexes; |
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BoneWeightList _bones; // here we could limit matrix operation by caching (weight * matrix) |
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}; |
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typedef std::vector<UniqVertexSetToBoneSet> UniqVertexSetToBoneSetList; |
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const UniqVertexSetToBoneSetList& getUniqVertexSetToBoneSetList() const { return _uniqVertexSetToBoneSet;} |
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void addVertexInfluence(const VertexInfluence& v); |
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void buildVertex2BoneList(); |
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void buildUniqVertexSetToBoneSetList(); |
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void clear(); |
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const VertexIndexToBoneWeightMap& getVertexToBoneList() const; |
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protected: |
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BoneToVertexList _bone2Vertexes; |
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VertexIndexToBoneWeightMap _vertex2Bones; |
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UniqVertexSetToBoneSetList _uniqVertexSetToBoneSet; |
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}; |
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} |
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#endif
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