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Clear the Skeleton's bone cache when a node is added/removed (Fixes #3663)
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4 changed files with 16 additions and 6 deletions
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@ -110,8 +110,6 @@ void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
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osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(item.getClass().getModel(item));
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osg::ref_ptr<osg::Node> attached = SceneUtil::attach(node, mObjectRoot, bonename, bonename);
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mResourceSystem->getSceneManager()->notifyAttached(attached);
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if (mSkeleton)
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mSkeleton->markDirty();
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scene.reset(new PartHolder(attached));
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@ -671,8 +671,6 @@ PartHolderPtr NpcAnimation::insertBoundedPart(const std::string& model, const st
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{
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osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model);
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osg::ref_ptr<osg::Node> attached = SceneUtil::attach(instance, mObjectRoot, bonefilter, bonename);
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if (mSkeleton)
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mSkeleton->markDirty();
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mResourceSystem->getSceneManager()->notifyAttached(attached);
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if (enchantedGlow)
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addGlow(attached, *glowColor);
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@ -148,6 +148,8 @@ void Skeleton::markDirty()
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{
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mTraversedEvenFrame = false;
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mTraversedOddFrame = false;
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mBoneCache.clear();
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mBoneCacheInit = false;
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}
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void Skeleton::traverse(osg::NodeVisitor& nv)
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@ -160,6 +162,16 @@ void Skeleton::traverse(osg::NodeVisitor& nv)
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osg::Group::traverse(nv);
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}
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void Skeleton::childInserted(unsigned int)
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{
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markDirty();
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}
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void Skeleton::childRemoved(unsigned int, unsigned int)
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{
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markDirty();
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}
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Bone::Bone()
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: mNode(NULL)
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{
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@ -53,10 +53,12 @@ namespace SceneUtil
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bool getActive() const;
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/// If a new RigGeometry is added after the Skeleton has already been rendered, you must call markDirty().
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void traverse(osg::NodeVisitor& nv);
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void markDirty();
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void traverse(osg::NodeVisitor& nv);
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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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