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Apply clang-format to code base
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f37d0be806
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2199 changed files with 118692 additions and 114392 deletions
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@ -6,198 +6,200 @@
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namespace SceneUtil
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{
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MorphGeometry::MorphGeometry()
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: mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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}
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MorphGeometry::MorphGeometry(const MorphGeometry ©, const osg::CopyOp ©op)
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: osg::Drawable(copy, copyop)
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, mMorphTargets(copy.mMorphTargets)
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, mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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setSourceGeometry(copy.getSourceGeometry());
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}
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void MorphGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom)
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{
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for (unsigned int i=0; i<2; ++i)
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mGeometry[i] = nullptr;
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mSourceGeometry = sourceGeom;
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for (unsigned int i=0; i<2; ++i)
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MorphGeometry::MorphGeometry()
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: mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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// DO NOT COPY AND PASTE THIS CODE. Cloning osg::Geometry without also cloning its contained Arrays is generally unsafe.
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// In this specific case the operation is safe under the following two assumptions:
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// - When Arrays are removed or replaced in the cloned geometry, the original Arrays in their place must outlive the cloned geometry regardless. (ensured by TemplateRef)
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// - Arrays that we add or replace in the cloned geometry must be explicitely forbidden from reusing BufferObjects of the original geometry. (ensured by vbo below)
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mGeometry[i] = new osg::Geometry(*mSourceGeometry, osg::CopyOp::SHALLOW_COPY);
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mGeometry[i]->getOrCreateUserDataContainer()->addUserObject(new Resource::TemplateRef(mSourceGeometry));
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}
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const osg::Geometry& from = *mSourceGeometry;
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osg::Geometry& to = *mGeometry[i];
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to.setSupportsDisplayList(false);
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to.setUseVertexBufferObjects(true);
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to.setCullingActive(false); // make sure to disable culling since that's handled by this class
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MorphGeometry::MorphGeometry(const MorphGeometry& copy, const osg::CopyOp& copyop)
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: osg::Drawable(copy, copyop)
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, mMorphTargets(copy.mMorphTargets)
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, mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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setSourceGeometry(copy.getSourceGeometry());
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}
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// vertices are modified every frame, so we need to deep copy them.
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// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
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osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
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void MorphGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom)
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{
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for (unsigned int i = 0; i < 2; ++i)
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mGeometry[i] = nullptr;
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osg::ref_ptr<osg::Array> vertexArray = static_cast<osg::Array*>(from.getVertexArray()->clone(osg::CopyOp::DEEP_COPY_ALL));
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if (vertexArray)
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mSourceGeometry = sourceGeom;
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for (unsigned int i = 0; i < 2; ++i)
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{
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vertexArray->setVertexBufferObject(vbo);
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to.setVertexArray(vertexArray);
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// DO NOT COPY AND PASTE THIS CODE. Cloning osg::Geometry without also cloning its contained Arrays is
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// generally unsafe. In this specific case the operation is safe under the following two assumptions:
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// - When Arrays are removed or replaced in the cloned geometry, the original Arrays in their place must
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// outlive the cloned geometry regardless. (ensured by TemplateRef)
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// - Arrays that we add or replace in the cloned geometry must be explicitely forbidden from reusing
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// BufferObjects of the original geometry. (ensured by vbo below)
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mGeometry[i] = new osg::Geometry(*mSourceGeometry, osg::CopyOp::SHALLOW_COPY);
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mGeometry[i]->getOrCreateUserDataContainer()->addUserObject(new Resource::TemplateRef(mSourceGeometry));
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const osg::Geometry& from = *mSourceGeometry;
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osg::Geometry& to = *mGeometry[i];
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to.setSupportsDisplayList(false);
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to.setUseVertexBufferObjects(true);
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to.setCullingActive(false); // make sure to disable culling since that's handled by this class
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// vertices are modified every frame, so we need to deep copy them.
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// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
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osg::ref_ptr<osg::VertexBufferObject> vbo(new osg::VertexBufferObject);
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vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
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osg::ref_ptr<osg::Array> vertexArray
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= static_cast<osg::Array*>(from.getVertexArray()->clone(osg::CopyOp::DEEP_COPY_ALL));
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if (vertexArray)
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{
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vertexArray->setVertexBufferObject(vbo);
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to.setVertexArray(vertexArray);
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}
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}
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}
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}
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void MorphGeometry::addMorphTarget(osg::Vec3Array *offsets, float weight)
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{
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mMorphTargets.push_back(MorphTarget(offsets, weight));
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mMorphedBoundingBox = false;
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dirty();
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}
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void MorphGeometry::addMorphTarget(osg::Vec3Array* offsets, float weight)
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{
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mMorphTargets.push_back(MorphTarget(offsets, weight));
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mMorphedBoundingBox = false;
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dirty();
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}
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void MorphGeometry::dirty()
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{
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mDirty = true;
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if (!mMorphedBoundingBox)
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dirtyBound();
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}
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void MorphGeometry::dirty()
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{
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mDirty = true;
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if (!mMorphedBoundingBox)
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dirtyBound();
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}
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osg::ref_ptr<osg::Geometry> MorphGeometry::getSourceGeometry() const
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{
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return mSourceGeometry;
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}
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osg::ref_ptr<osg::Geometry> MorphGeometry::getSourceGeometry() const
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{
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return mSourceGeometry;
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}
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void MorphGeometry::accept(osg::NodeVisitor &nv)
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{
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if (!nv.validNodeMask(*this))
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return;
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void MorphGeometry::accept(osg::NodeVisitor& nv)
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{
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if (!nv.validNodeMask(*this))
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return;
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nv.pushOntoNodePath(this);
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nv.pushOntoNodePath(this);
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if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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cull(&nv);
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else
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nv.apply(*this);
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if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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cull(&nv);
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else
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nv.apply(*this);
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nv.popFromNodePath();
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}
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nv.popFromNodePath();
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}
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void MorphGeometry::accept(osg::PrimitiveFunctor& func) const
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{
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getGeometry(mLastFrameNumber)->accept(func);
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}
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void MorphGeometry::accept(osg::PrimitiveFunctor& func) const
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{
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getGeometry(mLastFrameNumber)->accept(func);
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}
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osg::BoundingBox MorphGeometry::computeBoundingBox() const
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{
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bool anyMorphTarget = false;
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for (unsigned int i=1; i<mMorphTargets.size(); ++i)
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if (mMorphTargets[i].getWeight() != 0)
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osg::BoundingBox MorphGeometry::computeBoundingBox() const
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{
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bool anyMorphTarget = false;
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for (unsigned int i = 1; i < mMorphTargets.size(); ++i)
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if (mMorphTargets[i].getWeight() != 0)
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{
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anyMorphTarget = true;
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break;
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}
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// before the MorphGeometry has started animating, we will use a regular bounding box (this is required
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// for correct object placements, which uses the bounding box)
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if (!mMorphedBoundingBox && !anyMorphTarget)
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{
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anyMorphTarget = true;
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break;
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return mSourceGeometry->getBoundingBox();
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}
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// once it animates, use a bounding box that encompasses all possible animations so as to avoid recalculating
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else
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{
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mMorphedBoundingBox = true;
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const osg::Vec3Array* sourceVerts = static_cast<const osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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if (mMorphTargets.size() != 0)
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sourceVerts = mMorphTargets[0].getOffsets();
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std::vector<osg::BoundingBox> vertBounds(sourceVerts->size());
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// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box
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// for each vertex. The minimum/maximum of the box is the minimum/maximum offset the vertex can have from
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// its starting position.
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// Start with zero offsets which will happen when no morphs are applied.
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for (unsigned int i = 0; i < vertBounds.size(); ++i)
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vertBounds[i].set(osg::Vec3f(0, 0, 0), osg::Vec3f(0, 0, 0));
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for (unsigned int i = 1; i < mMorphTargets.size(); ++i)
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{
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const osg::Vec3Array& offsets = *mMorphTargets[i].getOffsets();
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for (unsigned int j = 0; j < offsets.size() && j < vertBounds.size(); ++j)
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{
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osg::BoundingBox& bounds = vertBounds[j];
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bounds.expandBy(bounds._max + offsets[j]);
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bounds.expandBy(bounds._min + offsets[j]);
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}
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}
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osg::BoundingBox box;
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for (unsigned int i = 0; i < vertBounds.size(); ++i)
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{
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vertBounds[i]._max += (*sourceVerts)[i];
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vertBounds[i]._min += (*sourceVerts)[i];
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box.expandBy(vertBounds[i]);
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}
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return box;
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}
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}
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void MorphGeometry::cull(osg::NodeVisitor* nv)
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{
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if (mLastFrameNumber == nv->getTraversalNumber() || !mDirty || mMorphTargets.size() == 0)
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{
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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nv->pushOntoNodePath(&geom);
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nv->apply(geom);
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nv->popFromNodePath();
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return;
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}
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// before the MorphGeometry has started animating, we will use a regular bounding box (this is required
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// for correct object placements, which uses the bounding box)
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if (!mMorphedBoundingBox && !anyMorphTarget)
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{
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return mSourceGeometry->getBoundingBox();
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}
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// once it animates, use a bounding box that encompasses all possible animations so as to avoid recalculating
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else
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{
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mMorphedBoundingBox = true;
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mDirty = false;
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mLastFrameNumber = nv->getTraversalNumber();
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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const osg::Vec3Array* sourceVerts = static_cast<const osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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if (mMorphTargets.size() != 0)
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sourceVerts = mMorphTargets[0].getOffsets();
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std::vector<osg::BoundingBox> vertBounds(sourceVerts->size());
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// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box for each vertex.
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// The minimum/maximum of the box is the minimum/maximum offset the vertex can have from its starting position.
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// Start with zero offsets which will happen when no morphs are applied.
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for (unsigned int i=0; i<vertBounds.size(); ++i)
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vertBounds[i].set(osg::Vec3f(0,0,0), osg::Vec3f(0,0,0));
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const osg::Vec3Array* positionSrc = mMorphTargets[0].getOffsets();
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osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
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assert(positionSrc->size() == positionDst->size());
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for (unsigned int vertex = 0; vertex < positionSrc->size(); ++vertex)
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(*positionDst)[vertex] = (*positionSrc)[vertex];
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for (unsigned int i = 1; i < mMorphTargets.size(); ++i)
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{
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const osg::Vec3Array& offsets = *mMorphTargets[i].getOffsets();
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for (unsigned int j=0; j<offsets.size() && j<vertBounds.size(); ++j)
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{
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osg::BoundingBox& bounds = vertBounds[j];
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bounds.expandBy(bounds._max + offsets[j]);
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bounds.expandBy(bounds._min + offsets[j]);
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}
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float weight = mMorphTargets[i].getWeight();
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if (weight == 0.f)
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continue;
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const osg::Vec3Array* offsets = mMorphTargets[i].getOffsets();
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for (unsigned int vertex = 0; vertex < positionSrc->size(); ++vertex)
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(*positionDst)[vertex] += (*offsets)[vertex] * weight;
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}
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osg::BoundingBox box;
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for (unsigned int i=0; i<vertBounds.size(); ++i)
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{
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vertBounds[i]._max += (*sourceVerts)[i];
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vertBounds[i]._min += (*sourceVerts)[i];
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box.expandBy(vertBounds[i]);
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}
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return box;
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}
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}
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positionDst->dirty();
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geom.osg::Drawable::dirtyGLObjects();
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void MorphGeometry::cull(osg::NodeVisitor *nv)
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{
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if (mLastFrameNumber == nv->getTraversalNumber() || !mDirty || mMorphTargets.size() == 0)
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{
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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nv->pushOntoNodePath(&geom);
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nv->apply(geom);
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nv->popFromNodePath();
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return;
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}
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mDirty = false;
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mLastFrameNumber = nv->getTraversalNumber();
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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const osg::Vec3Array* positionSrc = mMorphTargets[0].getOffsets();
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osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
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assert(positionSrc->size() == positionDst->size());
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for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
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(*positionDst)[vertex] = (*positionSrc)[vertex];
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for (unsigned int i=1; i<mMorphTargets.size(); ++i)
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osg::Geometry* MorphGeometry::getGeometry(unsigned int frame) const
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{
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float weight = mMorphTargets[i].getWeight();
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if (weight == 0.f)
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continue;
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const osg::Vec3Array* offsets = mMorphTargets[i].getOffsets();
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for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
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(*positionDst)[vertex] += (*offsets)[vertex] * weight;
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return mGeometry[frame % 2];
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}
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positionDst->dirty();
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geom.osg::Drawable::dirtyGLObjects();
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nv->pushOntoNodePath(&geom);
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nv->apply(geom);
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nv->popFromNodePath();
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}
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osg::Geometry* MorphGeometry::getGeometry(unsigned int frame) const
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{
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return mGeometry[frame%2];
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}
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}
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