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#ifndef OPENMW_COMPONENTS_NIFOSG_SKELETON_H
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#define OPENMW_COMPONENTS_NIFOSG_SKELETON_H
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#include <osg/Group>
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#include <memory>
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namespace SceneUtil
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{
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/// @brief Defines a Bone hierarchy, used for updating of skeleton-space bone matrices.
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/// @note To prevent unnecessary updates, only bones that are used for skinning will be added to this hierarchy.
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class Bone
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{
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public:
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Bone();
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~Bone();
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osg::Matrixf mMatrixInSkeletonSpace;
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osg::MatrixTransform* mNode;
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std::vector<Bone*> mChildren;
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/// Update the skeleton-space matrix of this bone and all its children.
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void update(const osg::Matrixf* parentMatrixInSkeletonSpace);
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private:
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Bone(const Bone&);
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void operator=(const Bone&);
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};
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/// @brief Handles the bone matrices for any number of child RigGeometries.
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/// @par Bones should be created as osg::MatrixTransform children of the skeleton.
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/// To be a referenced by a RigGeometry, a bone needs to have a unique name.
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class Skeleton : public osg::Group
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{
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public:
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Skeleton();
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Skeleton(const Skeleton& copy, const osg::CopyOp& copyop);
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META_Node(SceneUtil, Skeleton)
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/// Retrieve a bone by name.
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Bone* getBone(const std::string& name);
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/// Request an update of bone matrices. May be a no-op if already updated in this frame.
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void updateBoneMatrices(unsigned int traversalNumber);
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/// Set the skinning active flag. Inactive skeletons will not have their child rigs updated.
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/// You should set this flag to false if you know that bones are not currently moving.
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void setActive(bool active);
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bool getActive() const;
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void traverse(osg::NodeVisitor& nv);
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void markDirty();
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virtual void childInserted(unsigned int);
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virtual void childRemoved(unsigned int, unsigned int);
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private:
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// The root bone is not a "real" bone, it has no corresponding node in the scene graph.
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// As far as the scene graph goes we support multiple root bones.
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std::auto_ptr<Bone> mRootBone;
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typedef std::map<std::string, std::pair<osg::NodePath, osg::MatrixTransform*> > BoneCache;
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BoneCache mBoneCache;
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bool mBoneCacheInit;
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bool mNeedToUpdateBoneMatrices;
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bool mActive;
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unsigned int mLastFrameNumber;
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bool mTraversedEvenFrame;
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bool mTraversedOddFrame;
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};
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}
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#endif
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