Change rotation/scale workaround in preparation for loading .kf controllers
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15f9c1ddcf
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#ifndef OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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#define OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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#include <components/nif/niftypes.hpp>
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#include <osg/Object>
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namespace NifOsg
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{
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// Note if you are copying a scene graph with this user data you should use the DEEP_COPY_USERDATA copyop.
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class NodeUserData : public osg::Object
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{
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public:
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NodeUserData(int index, float scale, const Nif::Matrix3& rotationScale)
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: mIndex(index), mScale(scale), mRotationScale(rotationScale)
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{
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}
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NodeUserData()
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: mIndex(0), mScale(0)
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{
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}
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NodeUserData(const NodeUserData& copy, const osg::CopyOp& copyop)
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: Object(copy, copyop)
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, mIndex(copy.mIndex)
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, mScale(copy.mScale)
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, mRotationScale(copy.mRotationScale)
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{
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}
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META_Object(NifOsg, NodeUserData)
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// NIF record index
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int mIndex;
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// Hack: account for Transform differences between OSG and NIFs.
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// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
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// Decomposing the original components from the 4x4 matrix isn't possible, which causes
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// problems when a KeyframeController wants to change only one of these components. So
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// we store the scale and rotation components separately here.
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// Note for a cleaner solution it would be possible to write a custom Transform node,
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// but then we have to fork osgAnimation :/
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float mScale;
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Nif::Matrix3 mRotationScale;
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};
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}
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#endif
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