1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228
|
/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
*
* 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.
*/
#ifndef OSGANIMATION_SKINNING_H
#define OSGANIMATION_SKINNING_H
#include <iostream>
#include <vector>
#include <map>
#include <string>
#include <algorithm>
#include <osgAnimation/VertexInfluence>
#include <osgAnimation/Bone>
#include <osg/Matrix>
#include <osg/Vec3>
#include <osg/Quat>
namespace osgAnimation
{
/// This class manage format for software skinning
/// it used the technic on this paper http://www.intel.com/cd/ids/developer/asmo-na/eng/172124.htm
/// The idea is to prepare the data to do only v' = M x v with M a combined matrix as below
/// M = Mbone1 * w1 + Mbone2 * w2 + ...
/// a M matrix is uniq for a set of vertex then to fully compute the skinned mesh
/// you have to iterate on each UniqBoneSetVertexSet
class TransformVertexFunctor
{
public:
typedef osg::Matrix MatrixType;
typedef osgAnimation::Bone BoneType;
typedef Bone::BoneMap BoneMap;
class BoneWeight
{
public:
BoneWeight(BoneType* bone, float weight) : _bone(bone), _weight(weight) {}
const BoneType* getBone() const { return &(*_bone); }
float getWeight() const { return _weight; }
void setWeight(float w) { _weight = w; }
protected:
osg::ref_ptr<BoneType> _bone;
float _weight;
};
typedef std::vector<BoneWeight> BoneWeightList;
typedef std::vector<int> VertexList;
class UniqBoneSetVertexSet
{
public:
BoneWeightList& getBones() { return _bones; }
VertexList& getVertexes() { return _vertexes; }
void resetMatrix()
{
_result.set(0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1);
}
void accummulateMatrix(const osg::Matrix& invBindMatrix, const osg::Matrix& matrix, osg::Matrix::value_type weight)
{
osg::Matrix m = invBindMatrix * matrix;
osg::Matrix::value_type* ptr = m.ptr();
osg::Matrix::value_type* ptrresult = _result.ptr();
ptrresult[0] += ptr[0] * weight;
ptrresult[1] += ptr[1] * weight;
ptrresult[2] += ptr[2] * weight;
ptrresult[4] += ptr[4] * weight;
ptrresult[5] += ptr[5] * weight;
ptrresult[6] += ptr[6] * weight;
ptrresult[8] += ptr[8] * weight;
ptrresult[9] += ptr[9] * weight;
ptrresult[10] += ptr[10] * weight;
ptrresult[12] += ptr[12] * weight;
ptrresult[13] += ptr[13] * weight;
ptrresult[14] += ptr[14] * weight;
}
void computeMatrixForVertexSet()
{
if (_bones.empty())
{
osg::notify(osg::WARN) << "TransformVertexFunctor::UniqBoneSetVertexSet no bones found" << std::endl;
_result = MatrixType::identity();
return;
}
resetMatrix();
int size = _bones.size();
for (int i = 0; i < size; i++)
{
const BoneType* bone = _bones[i].getBone();
const MatrixType& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
const MatrixType& matrix = bone->getMatrixInSkeletonSpace();
osg::Matrix::value_type w = _bones[i].getWeight();
accummulateMatrix(invBindMatrix, matrix, w);
}
}
const MatrixType& getMatrix() const { return _result;}
protected:
BoneWeightList _bones;
VertexList _vertexes;
MatrixType _result;
};
void init(const BoneMap& map, const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSetList& influence)
{
_boneSetVertexSet.clear();
int size = influence.size();
_boneSetVertexSet.resize(size);
for (int i = 0; i < size; i++)
{
const osgAnimation::VertexInfluenceSet::UniqVertexSetToBoneSet& inf = influence[i];
int nbBones = inf.getBones().size();
BoneWeightList& boneList = _boneSetVertexSet[i].getBones();
double sumOfWeight = 0;
for (int b = 0; b < nbBones; b++)
{
const std::string& bname = inf.getBones()[b].getBoneName();
float weight = inf.getBones()[b].getWeight();
BoneMap::const_iterator it = map.find(bname);
if (it == map.end())
{
osg::notify(osg::WARN) << "TransformVertexFunctor Bone " << bname << " not found, skip the influence group " <<bname << std::endl;
continue;
}
BoneType* bone = it->second.get();
boneList.push_back(BoneWeight(bone, weight));
sumOfWeight += weight;
}
// if a bone referenced by a vertexinfluence is missed it can make the sum less than 1.0
// so we check it and renormalize the all weight bone
const double threshold = 1e-4;
if (!_boneSetVertexSet[i].getBones().empty() &&
(sumOfWeight < 1.0 - threshold || sumOfWeight > 1.0 + threshold))
{
for (int b = 0; b < (int)boneList.size(); b++)
boneList[b].setWeight(boneList[b].getWeight() / sumOfWeight);
}
_boneSetVertexSet[i].getVertexes() = inf.getVertexes();
}
}
template <class V> void compute(const V* src, V* dst)
{
int size = _boneSetVertexSet.size();
for (int i = 0; i < size; i++)
{
UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
uniq.computeMatrixForVertexSet();
const MatrixType& matrix = uniq.getMatrix();
const VertexList& vertexes = uniq.getVertexes();
int vertexSize = vertexes.size();
for (int j = 0; j < vertexSize; j++)
{
int idx = vertexes[j];
dst[idx] = src[idx] * matrix;
}
}
}
template <class V> void compute(const MatrixType& transform, const MatrixType& invTransform, const V* src, V* dst)
{
// the result of matrix mult should be cached to be used for vertexes transform and normal transform and maybe other computation
int size = _boneSetVertexSet.size();
for (int i = 0; i < size; i++)
{
UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
uniq.computeMatrixForVertexSet();
MatrixType matrix = transform * uniq.getMatrix() * invTransform;
const VertexList& vertexes = uniq.getVertexes();
int vertexSize = vertexes.size();
for (int j = 0; j < vertexSize; j++)
{
int idx = vertexes[j];
dst[idx] = src[idx] * matrix;
}
}
}
template <class V> void computeNormal(const MatrixType& transform, const MatrixType& invTransform, const V* src, V* dst)
{
int size = _boneSetVertexSet.size();
for (int i = 0; i < size; i++)
{
UniqBoneSetVertexSet& uniq = _boneSetVertexSet[i];
uniq.computeMatrixForVertexSet();
MatrixType matrix = transform * uniq.getMatrix() * invTransform;
const VertexList& vertexes = uniq.getVertexes();
int vertexSize = vertexes.size();
for (int j = 0; j < vertexSize; j++)
{
int idx = vertexes[j];
dst[idx] = MatrixType::transform3x3(src[idx],matrix);
}
}
}
protected:
std::vector<UniqBoneSetVertexSet> _boneSetVertexSet;
};
}
#endif
|