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#include "controller.hpp"
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#include <osg/MatrixTransform>
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#include <osg/TexMat>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osgParticle/Emitter>
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#include <components/nif/data.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include "matrixtransform.hpp"
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namespace NifOsg
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{
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ControllerFunction::ControllerFunction(const Nif::Controller *ctrl)
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: mFrequency(ctrl->frequency)
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, mPhase(ctrl->phase)
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, mStartTime(ctrl->timeStart)
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, mStopTime(ctrl->timeStop)
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, mExtrapolationMode(static_cast<ExtrapolationMode>((ctrl->flags&0x6) >> 1))
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{
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}
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float ControllerFunction::calculate(float value) const
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{
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float time = mFrequency * value + mPhase;
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if (time >= mStartTime && time <= mStopTime)
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return time;
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switch (mExtrapolationMode)
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{
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case Cycle:
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{
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float delta = mStopTime - mStartTime;
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if ( delta <= 0 )
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return mStartTime;
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float cycles = ( time - mStartTime ) / delta;
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float remainder = ( cycles - std::floor( cycles ) ) * delta;
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return mStartTime + remainder;
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}
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case Reverse:
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{
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float delta = mStopTime - mStartTime;
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if ( delta <= 0 )
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return mStartTime;
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float cycles = ( time - mStartTime ) / delta;
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float remainder = ( cycles - std::floor( cycles ) ) * delta;
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// Even number of cycles?
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if ( ( static_cast<int>(std::fabs( std::floor( cycles ) )) % 2 ) == 0 )
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return mStartTime + remainder;
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return mStopTime - remainder;
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}
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case Constant:
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default:
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return std::clamp(time, mStartTime, mStopTime);
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}
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}
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float ControllerFunction::getMaximum() const
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{
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return mStopTime;
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}
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KeyframeController::KeyframeController()
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{
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}
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KeyframeController::KeyframeController(const KeyframeController ©, const osg::CopyOp ©op)
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: SceneUtil::KeyframeController(copy, copyop)
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, SceneUtil::NodeCallback<KeyframeController, NifOsg::MatrixTransform*>(copy, copyop)
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, mRotations(copy.mRotations)
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, mXRotations(copy.mXRotations)
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, mYRotations(copy.mYRotations)
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, mZRotations(copy.mZRotations)
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, mTranslations(copy.mTranslations)
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, mScales(copy.mScales)
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, mAxisOrder(copy.mAxisOrder)
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{
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}
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KeyframeController::KeyframeController(const Nif::NiKeyframeController *keyctrl)
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{
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if (!keyctrl->interpolator.empty())
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{
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const Nif::NiTransformInterpolator* interp = keyctrl->interpolator.getPtr();
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if (!interp->data.empty())
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{
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mRotations = QuaternionInterpolator(interp->data->mRotations, interp->defaultRot);
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mXRotations = FloatInterpolator(interp->data->mXRotations);
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mYRotations = FloatInterpolator(interp->data->mYRotations);
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mZRotations = FloatInterpolator(interp->data->mZRotations);
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mTranslations = Vec3Interpolator(interp->data->mTranslations, interp->defaultPos);
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mScales = FloatInterpolator(interp->data->mScales, interp->defaultScale);
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mAxisOrder = interp->data->mAxisOrder;
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}
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else
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{
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mRotations = QuaternionInterpolator(Nif::QuaternionKeyMapPtr(), interp->defaultRot);
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mTranslations = Vec3Interpolator(Nif::Vector3KeyMapPtr(), interp->defaultPos);
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mScales = FloatInterpolator(Nif::FloatKeyMapPtr(), interp->defaultScale);
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}
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}
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else if (!keyctrl->data.empty())
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{
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const Nif::NiKeyframeData* keydata = keyctrl->data.getPtr();
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mRotations = QuaternionInterpolator(keydata->mRotations);
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mXRotations = FloatInterpolator(keydata->mXRotations);
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mYRotations = FloatInterpolator(keydata->mYRotations);
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mZRotations = FloatInterpolator(keydata->mZRotations);
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mTranslations = Vec3Interpolator(keydata->mTranslations);
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mScales = FloatInterpolator(keydata->mScales, 1.f);
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mAxisOrder = keydata->mAxisOrder;
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}
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}
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osg::Quat KeyframeController::getXYZRotation(float time) const
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{
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float xrot = 0, yrot = 0, zrot = 0;
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if (!mXRotations.empty())
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xrot = mXRotations.interpKey(time);
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if (!mYRotations.empty())
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yrot = mYRotations.interpKey(time);
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if (!mZRotations.empty())
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zrot = mZRotations.interpKey(time);
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osg::Quat xr(xrot, osg::X_AXIS);
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osg::Quat yr(yrot, osg::Y_AXIS);
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osg::Quat zr(zrot, osg::Z_AXIS);
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switch (mAxisOrder)
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{
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case Nif::NiKeyframeData::AxisOrder::Order_XYZ:
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return xr * yr * zr;
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case Nif::NiKeyframeData::AxisOrder::Order_XZY:
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return xr * zr * yr;
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case Nif::NiKeyframeData::AxisOrder::Order_YZX:
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return yr * zr * xr;
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case Nif::NiKeyframeData::AxisOrder::Order_YXZ:
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return yr * xr * zr;
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case Nif::NiKeyframeData::AxisOrder::Order_ZXY:
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return zr * xr * yr;
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case Nif::NiKeyframeData::AxisOrder::Order_ZYX:
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return zr * yr * xr;
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case Nif::NiKeyframeData::AxisOrder::Order_XYX:
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return xr * yr * xr;
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case Nif::NiKeyframeData::AxisOrder::Order_YZY:
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return yr * zr * yr;
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case Nif::NiKeyframeData::AxisOrder::Order_ZXZ:
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return zr * xr * zr;
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}
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return xr * yr * zr;
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}
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osg::Vec3f KeyframeController::getTranslation(float time) const
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{
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if(!mTranslations.empty())
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return mTranslations.interpKey(time);
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return osg::Vec3f();
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}
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void KeyframeController::operator() (NifOsg::MatrixTransform* node, osg::NodeVisitor* nv)
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{
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if (hasInput())
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{
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osg::Matrix mat = node->getMatrix();
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float time = getInputValue(nv);
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Nif::Matrix3& rot = node->mRotationScale;
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bool setRot = false;
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if(!mRotations.empty())
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{
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mat.setRotate(mRotations.interpKey(time));
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setRot = true;
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}
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else if (!mXRotations.empty() || !mYRotations.empty() || !mZRotations.empty())
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{
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mat.setRotate(getXYZRotation(time));
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setRot = true;
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}
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else
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{
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// no rotation specified, use the previous value
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for (int i=0;i<3;++i)
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for (int j=0;j<3;++j)
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mat(j,i) = rot.mValues[i][j]; // NB column/row major difference
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}
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if (setRot) // copy the new values back
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for (int i=0;i<3;++i)
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for (int j=0;j<3;++j)
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rot.mValues[i][j] = mat(j,i); // NB column/row major difference
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float& scale = node->mScale;
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if(!mScales.empty())
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scale = mScales.interpKey(time);
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for (int i=0;i<3;++i)
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for (int j=0;j<3;++j)
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mat(i,j) *= scale;
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if(!mTranslations.empty())
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mat.setTrans(mTranslations.interpKey(time));
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node->setMatrix(mat);
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}
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traverse(node, nv);
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}
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GeomMorpherController::GeomMorpherController()
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{
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}
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GeomMorpherController::GeomMorpherController(const GeomMorpherController ©, const osg::CopyOp ©op)
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: Controller(copy)
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, SceneUtil::NodeCallback<GeomMorpherController, SceneUtil::MorphGeometry*>(copy, copyop)
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, mKeyFrames(copy.mKeyFrames)
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{
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}
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GeomMorpherController::GeomMorpherController(const Nif::NiGeomMorpherController* ctrl)
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{
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if (ctrl->interpolators.length() == 0)
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{
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if (ctrl->data.empty())
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return;
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for (const auto& morph : ctrl->data->mMorphs)
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mKeyFrames.emplace_back(morph.mKeyFrames);
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}
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else
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{
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for (size_t i = 0; i < ctrl->interpolators.length(); ++i)
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{
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if (!ctrl->interpolators[i].empty())
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mKeyFrames.emplace_back(ctrl->interpolators[i].getPtr());
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else
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mKeyFrames.emplace_back();
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}
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}
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}
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void GeomMorpherController::operator()(SceneUtil::MorphGeometry* node, osg::NodeVisitor *nv)
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{
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if (hasInput())
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{
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if (mKeyFrames.size() <= 1)
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return;
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float input = getInputValue(nv);
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int i = 1;
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for (std::vector<FloatInterpolator>::iterator it = mKeyFrames.begin()+1; it != mKeyFrames.end(); ++it,++i)
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{
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float val = 0;
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if (!(*it).empty())
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val = it->interpKey(input);
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SceneUtil::MorphGeometry::MorphTarget& target = node->getMorphTarget(i);
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if (target.getWeight() != val)
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{
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target.setWeight(val);
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node->dirty();
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}
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}
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}
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}
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UVController::UVController()
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{
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}
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UVController::UVController(const Nif::NiUVData *data, const std::set<int>& textureUnits)
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: mUTrans(data->mKeyList[0], 0.f)
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, mVTrans(data->mKeyList[1], 0.f)
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, mUScale(data->mKeyList[2], 1.f)
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, mVScale(data->mKeyList[3], 1.f)
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, mTextureUnits(textureUnits)
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{
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}
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UVController::UVController(const UVController& copy, const osg::CopyOp& copyop)
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: osg::Object(copy, copyop), StateSetUpdater(copy, copyop), Controller(copy)
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, mUTrans(copy.mUTrans)
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, mVTrans(copy.mVTrans)
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, mUScale(copy.mUScale)
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, mVScale(copy.mVScale)
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, mTextureUnits(copy.mTextureUnits)
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{
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}
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void UVController::setDefaults(osg::StateSet *stateset)
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{
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osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
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for (std::set<int>::const_iterator it = mTextureUnits.begin(); it != mTextureUnits.end(); ++it)
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stateset->setTextureAttributeAndModes(*it, texMat, osg::StateAttribute::ON);
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}
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void UVController::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
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{
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if (hasInput())
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{
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float value = getInputValue(nv);
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// First scale the UV relative to its center, then apply the offset.
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// U offset is flipped regardless of the graphics library,
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// while V offset is flipped to account for OpenGL Y axis convention.
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osg::Vec3f uvOrigin(0.5f, 0.5f, 0.f);
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osg::Vec3f uvScale(mUScale.interpKey(value), mVScale.interpKey(value), 1.f);
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osg::Vec3f uvTrans(-mUTrans.interpKey(value), -mVTrans.interpKey(value), 0.f);
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osg::Matrixf mat = osg::Matrixf::translate(uvOrigin);
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mat.preMultScale(uvScale);
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mat.preMultTranslate(-uvOrigin);
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mat.setTrans(mat.getTrans() + uvTrans);
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// setting once is enough because all other texture units share the same TexMat (see setDefaults).
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if (!mTextureUnits.empty())
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{
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osg::TexMat* texMat = static_cast<osg::TexMat*>(stateset->getTextureAttribute(*mTextureUnits.begin(), osg::StateAttribute::TEXMAT));
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texMat->setMatrix(mat);
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}
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}
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}
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VisController::VisController(const Nif::NiVisData *data, unsigned int mask)
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: mData(data->mVis)
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, mMask(mask)
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{
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}
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VisController::VisController()
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: mMask(0)
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{
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}
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VisController::VisController(const VisController ©, const osg::CopyOp ©op)
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: SceneUtil::NodeCallback<VisController>(copy, copyop)
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, Controller(copy)
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, mData(copy.mData)
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, mMask(copy.mMask)
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{
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}
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bool VisController::calculate(float time) const
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{
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if(mData.size() == 0)
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return true;
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for(size_t i = 1;i < mData.size();i++)
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{
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if(mData[i].time > time)
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return mData[i-1].isSet;
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}
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return mData.back().isSet;
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}
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void VisController::operator() (osg::Node* node, osg::NodeVisitor* nv)
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{
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if (hasInput())
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{
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bool vis = calculate(getInputValue(nv));
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node->setNodeMask(vis ? ~0 : mMask);
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}
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traverse(node, nv);
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}
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RollController::RollController(const Nif::NiFloatData *data)
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: mData(data->mKeyList, 1.f)
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{
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}
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RollController::RollController(const Nif::NiFloatInterpolator* interpolator)
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: mData(interpolator)
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{
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}
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RollController::RollController(const RollController ©, const osg::CopyOp ©op)
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: SceneUtil::NodeCallback<RollController, osg::MatrixTransform*>(copy, copyop)
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, Controller(copy)
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, mData(copy.mData)
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, mStartingTime(copy.mStartingTime)
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|
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|
{
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|
}
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void RollController::operator() (osg::MatrixTransform* node, osg::NodeVisitor* nv)
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|
{
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traverse(node, nv);
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if (hasInput())
|
|
|
|
{
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|
double newTime = nv->getFrameStamp()->getSimulationTime();
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double duration = newTime - mStartingTime;
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mStartingTime = newTime;
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float value = mData.interpKey(getInputValue(nv));
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osg::Matrix matrix = node->getMatrix();
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// Rotate around "roll" axis.
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// Note: in original game rotation speed is the framerate-dependent in a very tricky way.
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// Do not replicate this behaviour until we will really need it.
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// For now consider controller's current value as an angular speed in radians per 1/60 seconds.
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matrix = osg::Matrix::rotate(value * duration * 60.f, 0, 0, 1) * matrix;
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node->setMatrix(matrix);
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}
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}
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AlphaController::AlphaController()
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|
{
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}
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AlphaController::AlphaController(const Nif::NiFloatData *data, const osg::Material* baseMaterial)
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: mData(data->mKeyList, 1.f)
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|
, mBaseMaterial(baseMaterial)
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|
{
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|
}
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AlphaController::AlphaController(const Nif::NiFloatInterpolator* interpolator, const osg::Material* baseMaterial)
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|
: mData(interpolator)
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|
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|
, mBaseMaterial(baseMaterial)
|
|
|
|
{
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|
|
|
}
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AlphaController::AlphaController(const AlphaController ©, const osg::CopyOp ©op)
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|
: StateSetUpdater(copy, copyop), Controller(copy)
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|
|
, mData(copy.mData)
|
|
|
|
, mBaseMaterial(copy.mBaseMaterial)
|
|
|
|
{
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|
|
|
}
|
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|
|
void AlphaController::setDefaults(osg::StateSet *stateset)
|
|
|
|
{
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|
stateset->setAttribute(static_cast<osg::Material*>(mBaseMaterial->clone(osg::CopyOp::DEEP_COPY_ALL)), osg::StateAttribute::ON);
|
|
|
|
}
|
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|
|
void AlphaController::apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
|
|
|
|
{
|
|
|
|
if (hasInput())
|
|
|
|
{
|
|
|
|
float value = mData.interpKey(getInputValue(nv));
|
|
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
|
|
osg::Vec4f diffuse = mat->getDiffuse(osg::Material::FRONT_AND_BACK);
|
|
|
|
diffuse.a() = value;
|
|
|
|
mat->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
MaterialColorController::MaterialColorController()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
MaterialColorController::MaterialColorController(const Nif::NiPosData *data, TargetColor color, const osg::Material* baseMaterial)
|
|
|
|
: mData(data->mKeyList, osg::Vec3f(1,1,1))
|
|
|
|
, mTargetColor(color)
|
|
|
|
, mBaseMaterial(baseMaterial)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
MaterialColorController::MaterialColorController(const Nif::NiPoint3Interpolator* interpolator, TargetColor color, const osg::Material* baseMaterial)
|
|
|
|
: mData(interpolator)
|
|
|
|
, mTargetColor(color)
|
|
|
|
, mBaseMaterial(baseMaterial)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
MaterialColorController::MaterialColorController(const MaterialColorController ©, const osg::CopyOp ©op)
|
|
|
|
: StateSetUpdater(copy, copyop), Controller(copy)
|
|
|
|
, mData(copy.mData)
|
|
|
|
, mTargetColor(copy.mTargetColor)
|
|
|
|
, mBaseMaterial(copy.mBaseMaterial)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void MaterialColorController::setDefaults(osg::StateSet *stateset)
|
|
|
|
{
|
|
|
|
stateset->setAttribute(static_cast<osg::Material*>(mBaseMaterial->clone(osg::CopyOp::DEEP_COPY_ALL)), osg::StateAttribute::ON);
|
|
|
|
}
|
|
|
|
|
|
|
|
void MaterialColorController::apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
|
|
|
|
{
|
|
|
|
if (hasInput())
|
|
|
|
{
|
|
|
|
osg::Vec3f value = mData.interpKey(getInputValue(nv));
|
|
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
|
|
switch (mTargetColor)
|
|
|
|
{
|
|
|
|
case Diffuse:
|
|
|
|
{
|
|
|
|
osg::Vec4f diffuse = mat->getDiffuse(osg::Material::FRONT_AND_BACK);
|
|
|
|
diffuse.set(value.x(), value.y(), value.z(), diffuse.a());
|
|
|
|
mat->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case Specular:
|
|
|
|
{
|
|
|
|
osg::Vec4f specular = mat->getSpecular(osg::Material::FRONT_AND_BACK);
|
|
|
|
specular.set(value.x(), value.y(), value.z(), specular.a());
|
|
|
|
mat->setSpecular(osg::Material::FRONT_AND_BACK, specular);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case Emissive:
|
|
|
|
{
|
|
|
|
osg::Vec4f emissive = mat->getEmission(osg::Material::FRONT_AND_BACK);
|
|
|
|
emissive.set(value.x(), value.y(), value.z(), emissive.a());
|
|
|
|
mat->setEmission(osg::Material::FRONT_AND_BACK, emissive);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case Ambient:
|
|
|
|
default:
|
|
|
|
{
|
|
|
|
osg::Vec4f ambient = mat->getAmbient(osg::Material::FRONT_AND_BACK);
|
|
|
|
ambient.set(value.x(), value.y(), value.z(), ambient.a());
|
|
|
|
mat->setAmbient(osg::Material::FRONT_AND_BACK, ambient);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
FlipController::FlipController(const Nif::NiFlipController *ctrl, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
|
|
|
|
: mTexSlot(0) // always affects diffuse
|
|
|
|
, mDelta(ctrl->mDelta)
|
|
|
|
, mTextures(textures)
|
|
|
|
{
|
|
|
|
if (!ctrl->mInterpolator.empty())
|
|
|
|
mData = ctrl->mInterpolator.getPtr();
|
|
|
|
}
|
|
|
|
|
|
|
|
FlipController::FlipController(int texSlot, float delta, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
|
|
|
|
: mTexSlot(texSlot)
|
|
|
|
, mDelta(delta)
|
|
|
|
, mTextures(textures)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
FlipController::FlipController(const FlipController ©, const osg::CopyOp ©op)
|
|
|
|
: StateSetUpdater(copy, copyop)
|
|
|
|
, Controller(copy)
|
|
|
|
, mTexSlot(copy.mTexSlot)
|
|
|
|
, mDelta(copy.mDelta)
|
|
|
|
, mTextures(copy.mTextures)
|
|
|
|
, mData(copy.mData)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void FlipController::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
|
|
|
|
{
|
|
|
|
if (hasInput() && !mTextures.empty())
|
|
|
|
{
|
|
|
|
int curTexture = 0;
|
|
|
|
if (mDelta != 0)
|
|
|
|
curTexture = int(getInputValue(nv) / mDelta) % mTextures.size();
|
|
|
|
else
|
|
|
|
curTexture = int(mData.interpKey(getInputValue(nv))) % mTextures.size();
|
|
|
|
stateset->setTextureAttribute(mTexSlot, mTextures[curTexture]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ParticleSystemController::ParticleSystemController(const Nif::NiParticleSystemController *ctrl)
|
|
|
|
: mEmitStart(ctrl->startTime), mEmitStop(ctrl->stopTime)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
ParticleSystemController::ParticleSystemController()
|
|
|
|
: mEmitStart(0.f), mEmitStop(0.f)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
ParticleSystemController::ParticleSystemController(const ParticleSystemController ©, const osg::CopyOp ©op)
|
|
|
|
: SceneUtil::NodeCallback<ParticleSystemController, osgParticle::ParticleProcessor*>(copy, copyop)
|
|
|
|
, Controller(copy)
|
|
|
|
, mEmitStart(copy.mEmitStart)
|
|
|
|
, mEmitStop(copy.mEmitStop)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void ParticleSystemController::operator() (osgParticle::ParticleProcessor* node, osg::NodeVisitor* nv)
|
|
|
|
{
|
|
|
|
if (hasInput())
|
|
|
|
{
|
|
|
|
float time = getInputValue(nv);
|
|
|
|
node->getParticleSystem()->setFrozen(false);
|
|
|
|
node->setEnabled(time >= mEmitStart && time < mEmitStop);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
node->getParticleSystem()->setFrozen(true);
|
|
|
|
traverse(node, nv);
|
|
|
|
}
|
|
|
|
|
|
|
|
PathController::PathController(const PathController ©, const osg::CopyOp ©op)
|
|
|
|
: SceneUtil::NodeCallback<PathController, osg::MatrixTransform*>(copy, copyop)
|
|
|
|
, Controller(copy)
|
|
|
|
, mPath(copy.mPath)
|
|
|
|
, mPercent(copy.mPercent)
|
|
|
|
, mFlags(copy.mFlags)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
PathController::PathController(const Nif::NiPathController* ctrl)
|
|
|
|
: mPath(ctrl->posData->mKeyList, osg::Vec3f())
|
|
|
|
, mPercent(ctrl->floatData->mKeyList, 1.f)
|
|
|
|
, mFlags(ctrl->flags)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
float PathController::getPercent(float time) const
|
|
|
|
{
|
|
|
|
float percent = mPercent.interpKey(time);
|
|
|
|
if (percent < 0.f)
|
|
|
|
percent = std::fmod(percent, 1.f) + 1.f;
|
|
|
|
else if (percent > 1.f)
|
|
|
|
percent = std::fmod(percent, 1.f);
|
|
|
|
return percent;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PathController::operator() (osg::MatrixTransform* node, osg::NodeVisitor* nv)
|
|
|
|
{
|
|
|
|
if (mPath.empty() || mPercent.empty() || !hasInput())
|
|
|
|
{
|
|
|
|
traverse(node, nv);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
osg::Matrix mat = node->getMatrix();
|
|
|
|
|
|
|
|
float time = getInputValue(nv);
|
|
|
|
float percent = getPercent(time);
|
|
|
|
osg::Vec3f pos(mPath.interpKey(percent));
|
|
|
|
mat.setTrans(pos);
|
|
|
|
node->setMatrix(mat);
|
|
|
|
|
|
|
|
traverse(node, nv);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|