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This makes sure it's never erroneously optimized out. NodeIndexHolders don't need to be cloned as their record index is never supposed to be changed.
44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
#ifndef OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
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#define OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
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#include <components/nif/niftypes.hpp>
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#include <osg/MatrixTransform>
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namespace NifOsg
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{
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class MatrixTransform : public osg::MatrixTransform
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{
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public:
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MatrixTransform();
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MatrixTransform(const Nif::Transformation &trafo);
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MatrixTransform(const MatrixTransform ©, const osg::CopyOp ©op);
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META_Node(NifOsg, MatrixTransform)
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// Apply the current NIF rotation or scale to OSG matrix.
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void applyCurrentRotation();
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void applyCurrentScale();
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// Apply the given rotation to OSG matrix directly and update NIF rotation matrix.
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void updateRotation(const osg::Quat& rotation);
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// Update current NIF scale and apply it to OSG matrix.
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void updateScale(const float scale);
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// Apply the given translation to OSG matrix.
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void setTranslation(const osg::Vec3f& translation);
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private:
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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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float mScale{0.f};
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Nif::Matrix3 mRotationScale;
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};
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}
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#endif
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