/usr/include/osgAnimation/VertexInfluence is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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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 | /* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@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_VERTEX_INFLUENCE
#define OSGANIMATION_VERTEX_INFLUENCE 1
#include <osg/Object>
#include <osgAnimation/Export>
#include <map>
#include <vector>
#include <string>
namespace osgAnimation
{
// first is vertex index, and second the weight, the
typedef std::pair<int, float> VertexIndexWeight;
typedef std::vector<VertexIndexWeight> 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<std::string, VertexInfluence> , 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<VertexInfluence> 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<BoneWeight> BoneWeightList;
typedef std::map<int,BoneWeightList> VertexIndexToBoneWeightMap;
class UniqVertexSetToBoneSet
{
public:
void setBones(BoneWeightList& bones) { _bones = bones;}
const BoneWeightList& getBones() const { return _bones;}
std::vector<int>& getVertexes() { return _vertexes;}
const std::vector<int>& getVertexes() const { return _vertexes;}
protected:
std::vector<int> _vertexes;
BoneWeightList _bones; // here we could limit matrix operation by caching (weight * matrix)
};
typedef std::vector<UniqVertexSetToBoneSet> 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
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