/* -*-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. */ #ifndef OSGANIMATION_VERTEX_INFLUENCE #define OSGANIMATION_VERTEX_INFLUENCE 1 #include #include #include #include #include namespace osgAnimation { // first is vertex index, and second the weight, the typedef std::pair VertexIndexWeight; typedef std::vector VertexList; class OSGANIMATION_EXPORT VertexInfluence : public VertexList { public: const std::string& getName() const { return _name;} void setName(const std::string& name) { _name = name;} protected: // the name is the bone to link to std::string _name; }; class VertexInfluenceMap : public std::map , public osg::Object { public: META_Object(osgAnimation, VertexInfluenceMap); VertexInfluenceMap() {} VertexInfluenceMap(const osgAnimation::VertexInfluenceMap&, const osg::CopyOp&) {} }; // this class manage VertexInfluence database by mesh // reference bones per vertex ... class OSGANIMATION_EXPORT VertexInfluenceSet { public: typedef std::vector BoneToVertexList; class BoneWeight { public: BoneWeight(const std::string& name, float weight) : _boneName(name), _weight(weight) {} const std::string& getBoneName() const { return _boneName; } float getWeight() const { return _weight; } void setWeight(float weight) { _weight = weight; } bool operator==(const BoneWeight& b) const { return (_boneName == b.getBoneName() && _weight == b.getWeight()); } protected: std::string _boneName; float _weight; }; typedef std::vector BoneWeightList; typedef std::map VertexIndexToBoneWeightMap; class UniqVertexSetToBoneSet { public: void setBones(BoneWeightList& bones) { _bones = bones;} const BoneWeightList& getBones() const { return _bones;} std::vector& getVertexes() { return _vertexes;} const std::vector& getVertexes() const { return _vertexes;} protected: std::vector _vertexes; BoneWeightList _bones; // here we could limit matrix operation by caching (weight * matrix) }; typedef std::vector UniqVertexSetToBoneSetList; const UniqVertexSetToBoneSetList& getUniqVertexSetToBoneSetList() const { return _uniqVertexSetToBoneSet;} void addVertexInfluence(const VertexInfluence& v); void buildVertex2BoneList(); void buildUniqVertexSetToBoneSetList(); void clear(); const VertexIndexToBoneWeightMap& getVertexToBoneList() const; protected: BoneToVertexList _bone2Vertexes; VertexIndexToBoneWeightMap _vertex2Bones; UniqVertexSetToBoneSetList _uniqVertexSetToBoneSet; }; } #endif