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			423 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			423 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "riggeometry.hpp"
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#include <unordered_map>
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#include <osg/MatrixTransform>
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#include <osgUtil/CullVisitor>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "skeleton.hpp"
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#include "util.hpp"
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namespace SceneUtil
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{
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    RigGeometry::RigGeometry()
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    {
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        setNumChildrenRequiringUpdateTraversal(1);
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        // update done in accept(NodeVisitor&)
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    }
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    RigGeometry::RigGeometry(const RigGeometry& copy, const osg::CopyOp& copyop)
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        : Drawable(copy, copyop)
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        , mData(copy.mData)
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    {
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        setSourceGeometry(copy.mSourceGeometry);
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        setNumChildrenRequiringUpdateTraversal(1);
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    }
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    void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
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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 = sourceGeometry;
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        for (unsigned int i = 0; i < 2; ++i)
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        {
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            const osg::Geometry& from = *sourceGeometry;
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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 mSourceGeometry)
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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(from, osg::CopyOp::SHALLOW_COPY);
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            mGeometry[i]->getOrCreateUserDataContainer()->addUserObject(new Resource::TemplateRef(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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            to.setComputeBoundingBoxCallback(new CopyBoundingBoxCallback());
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            to.setComputeBoundingSphereCallback(new CopyBoundingSphereCallback());
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            // vertices and normals 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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            if (const osg::Array* normals = from.getNormalArray())
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            {
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                osg::ref_ptr<osg::Array> normalArray
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                    = static_cast<osg::Array*>(normals->clone(osg::CopyOp::DEEP_COPY_ALL));
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                if (normalArray)
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                {
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                    normalArray->setVertexBufferObject(vbo);
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                    to.setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
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                }
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            }
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            if (const osg::Vec4Array* tangents = dynamic_cast<const osg::Vec4Array*>(from.getTexCoordArray(7)))
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            {
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                mSourceTangents = tangents;
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                osg::ref_ptr<osg::Array> tangentArray
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                    = static_cast<osg::Array*>(tangents->clone(osg::CopyOp::DEEP_COPY_ALL));
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                tangentArray->setVertexBufferObject(vbo);
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                to.setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
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            }
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            else
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                mSourceTangents = nullptr;
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        }
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    }
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    osg::ref_ptr<osg::Geometry> RigGeometry::getSourceGeometry() const
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    {
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        return mSourceGeometry;
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    }
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    bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
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    {
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        const osg::NodePath& path = nv->getNodePath();
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        for (osg::NodePath::const_reverse_iterator it = path.rbegin() + 1; it != path.rend(); ++it)
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        {
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            osg::Node* node = *it;
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            if (node->asTransform())
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                continue;
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            if (Skeleton* skel = dynamic_cast<Skeleton*>(node))
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            {
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                mSkeleton = skel;
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                break;
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            }
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        }
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        if (!mSkeleton)
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        {
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            Log(Debug::Error) << "Error: A RigGeometry did not find its parent skeleton";
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            return false;
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        }
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        if (!mData)
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        {
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            Log(Debug::Error) << "Error: No influence data set on RigGeometry";
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            return false;
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        }
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        mNodes.clear();
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        for (const BoneInfo& info : mData->mBones)
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        {
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            mNodes.push_back(mSkeleton->getBone(info.mName));
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            if (!mNodes.back())
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                Log(Debug::Error) << "Error: RigGeometry did not find bone " << info.mName;
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        }
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        return true;
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    }
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    void RigGeometry::cull(osg::NodeVisitor* nv)
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    {
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        if (!mSkeleton)
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        {
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            Log(Debug::Error)
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                << "Error: RigGeometry rendering with no skeleton, should have been initialized by UpdateVisitor";
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            // try to recover anyway, though rendering is likely to be incorrect.
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            if (!initFromParentSkeleton(nv))
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                return;
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        }
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        unsigned int traversalNumber = nv->getTraversalNumber();
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        if (mLastFrameNumber == traversalNumber || (mLastFrameNumber != 0 && !mSkeleton->getActive()))
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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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        mLastFrameNumber = traversalNumber;
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        osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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        mSkeleton->updateBoneMatrices(traversalNumber);
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        // skinning
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        const osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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        const osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
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        const osg::Vec4Array* tangentSrc = mSourceTangents;
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        osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
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        osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(geom.getNormalArray());
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        osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(geom.getTexCoordArray(7));
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        std::vector<osg::Matrixf> boneMatrices(mNodes.size());
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        std::vector<Bone*>::const_iterator bone = mNodes.begin();
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        std::vector<BoneInfo>::const_iterator boneInfo = mData->mBones.begin();
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        for (osg::Matrixf& boneMat : boneMatrices)
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        {
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            if (*bone != nullptr)
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                boneMat = boneInfo->mInvBindMatrix * (*bone)->mMatrixInSkeletonSpace;
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            ++bone;
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            ++boneInfo;
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        }
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        osg::Matrixf transform;
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        if (mSkinToSkelMatrix)
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            transform = (*mSkinToSkelMatrix) * mData->mTransform;
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        else
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            transform = mData->mTransform;
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        for (const auto& [influences, vertices] : mData->mInfluences)
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        {
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            osg::Matrixf resultMat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
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            for (const auto& [index, weight] : influences)
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            {
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                if (mNodes[index] == nullptr)
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                    continue;
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                const float* boneMatPtr = boneMatrices[index].ptr();
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                float* resultMatPtr = resultMat.ptr();
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                for (int i = 0; i < 16; ++i, ++resultMatPtr, ++boneMatPtr)
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                    if (i % 4 != 3)
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                        *resultMatPtr += *boneMatPtr * weight;
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            }
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            resultMat *= transform;
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            for (unsigned short vertex : vertices)
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            {
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                (*positionDst)[vertex] = resultMat.preMult((*positionSrc)[vertex]);
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                if (normalDst)
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                    (*normalDst)[vertex] = osg::Matrixf::transform3x3((*normalSrc)[vertex], resultMat);
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                if (tangentDst)
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                {
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                    const osg::Vec4f& srcTangent = (*tangentSrc)[vertex];
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                    osg::Vec3f transformedTangent = osg::Matrixf::transform3x3(
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                        osg::Vec3f(srcTangent.x(), srcTangent.y(), srcTangent.z()), resultMat);
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                    (*tangentDst)[vertex] = osg::Vec4f(transformedTangent, srcTangent.w());
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                }
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            }
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        }
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        positionDst->dirty();
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        if (normalDst)
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            normalDst->dirty();
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        if (tangentDst)
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            tangentDst->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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    void RigGeometry::updateBounds(osg::NodeVisitor* nv)
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    {
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        if (!mSkeleton)
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        {
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            if (!initFromParentSkeleton(nv))
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                return;
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        }
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        if (!mSkeleton->getActive() && !mBoundsFirstFrame)
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            return;
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        mBoundsFirstFrame = false;
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        mSkeleton->updateBoneMatrices(nv->getTraversalNumber());
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        updateSkinToSkelMatrix(nv->getNodePath());
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        osg::BoundingBox box;
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        osg::Matrixf transform;
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        if (mSkinToSkelMatrix)
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            transform = (*mSkinToSkelMatrix) * mData->mTransform;
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        else
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            transform = mData->mTransform;
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        size_t index = 0;
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        for (const BoneInfo& info : mData->mBones)
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        {
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            const Bone* bone = mNodes[index++];
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            if (bone == nullptr)
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                continue;
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            osg::BoundingSpheref bs = info.mBoundSphere;
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            transformBoundingSphere(bone->mMatrixInSkeletonSpace * transform, bs);
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            box.expandBy(bs);
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        }
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        if (box != _boundingBox)
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        {
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            _boundingBox = box;
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            _boundingSphere = osg::BoundingSphere(_boundingBox);
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            _boundingSphereComputed = true;
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            for (unsigned int i = 0; i < getNumParents(); ++i)
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                getParent(i)->dirtyBound();
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            for (unsigned int i = 0; i < 2; ++i)
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            {
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                osg::Geometry& geom = *mGeometry[i];
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                static_cast<CopyBoundingBoxCallback*>(geom.getComputeBoundingBoxCallback())->boundingBox = _boundingBox;
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                static_cast<CopyBoundingSphereCallback*>(geom.getComputeBoundingSphereCallback())->boundingSphere
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                    = _boundingSphere;
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                geom.dirtyBound();
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            }
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        }
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    }
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    void RigGeometry::updateSkinToSkelMatrix(const osg::NodePath& nodePath)
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    {
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        if (mSkinToSkelMatrix)
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            mSkinToSkelMatrix->makeIdentity();
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        auto skeletonRoot = std::find(nodePath.begin(), nodePath.end(), mSkeleton);
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        if (skeletonRoot == nodePath.end())
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            return;
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        skeletonRoot++;
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        auto skinRoot = nodePath.end();
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        if (!mData->mRootBone.empty())
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            skinRoot = std::find_if(skeletonRoot, nodePath.end(),
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                [&](const osg::Node* node) { return Misc::StringUtils::ciEqual(node->getName(), mData->mRootBone); });
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        if (skinRoot == nodePath.end())
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        {
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            // Failed to find skin root, cancel out everything up till the trishape.
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            // Our parent node is the trishape's transform
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            skinRoot = nodePath.end() - 2;
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            if ((*skinRoot)->getName() != getName()) // but maybe it can get optimized out
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                skinRoot++;
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        }
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        else
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            skinRoot++;
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        for (auto it = skeletonRoot; it != skinRoot; ++it)
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        {
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            const osg::Node* node = *it;
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            if (const osg::Transform* trans = node->asTransform())
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            {
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                const osg::MatrixTransform* matrixTrans = trans->asMatrixTransform();
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                if (matrixTrans && matrixTrans->getMatrix().isIdentity())
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                    continue;
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                if (!mSkinToSkelMatrix)
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                    mSkinToSkelMatrix = new osg::RefMatrix;
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                trans->computeWorldToLocalMatrix(*mSkinToSkelMatrix, nullptr);
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            }
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        }
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    }
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    void RigGeometry::setBoneInfo(std::vector<BoneInfo>&& bones)
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    {
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        if (!mData)
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            mData = new InfluenceData;
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        mData->mBones = std::move(bones);
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    }
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    void RigGeometry::setInfluences(const std::vector<VertexWeights>& influences)
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    {
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        if (!mData)
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            mData = new InfluenceData;
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        std::unordered_map<unsigned short, BoneWeights> vertexToInfluences;
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        size_t index = 0;
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        for (const auto& influence : influences)
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        {
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            for (const auto& [vertex, weight] : influence)
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                vertexToInfluences[vertex].emplace_back(index, weight);
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            index++;
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        }
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        std::map<BoneWeights, VertexList> influencesToVertices;
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        for (const auto& [vertex, weights] : vertexToInfluences)
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            influencesToVertices[weights].emplace_back(vertex);
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        mData->mInfluences.reserve(influencesToVertices.size());
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        mData->mInfluences.assign(influencesToVertices.begin(), influencesToVertices.end());
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    }
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    void RigGeometry::setInfluences(const std::vector<BoneWeights>& influences)
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    {
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        if (!mData)
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            mData = new InfluenceData;
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        std::map<BoneWeights, VertexList> influencesToVertices;
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        for (size_t i = 0; i < influences.size(); i++)
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            influencesToVertices[influences[i]].emplace_back(static_cast<VertexList::value_type>(i));
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        mData->mInfluences.reserve(influencesToVertices.size());
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        mData->mInfluences.assign(influencesToVertices.begin(), influencesToVertices.end());
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    }
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    void RigGeometry::setTransform(osg::Matrixf&& transform)
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    {
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        if (!mData)
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            mData = new InfluenceData;
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        mData->mTransform = transform;
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    }
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    void RigGeometry::setRootBone(std::string_view name)
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    {
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        if (!mData)
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            mData = new InfluenceData;
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        mData->mRootBone = name;
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    }
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    void RigGeometry::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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        if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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        {
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            // The cull visitor won't be applied to the node itself,
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            // but we want to use its state to render the child geometry.
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            osg::StateSet* stateset = getStateSet();
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            osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
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            if (stateset)
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                cv->pushStateSet(stateset);
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            cull(&nv);
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            if (stateset)
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                cv->popStateSet();
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        }
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        else if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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            updateBounds(&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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    void RigGeometry::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::Geometry* RigGeometry::getGeometry(unsigned int frame) const
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    {
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        return mGeometry[frame % 2].get();
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    }
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 | 
						|
}
 |