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			49 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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| #define OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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| 
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| #include <components/nif/niftypes.hpp>
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| 
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| #include <osg/Object>
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| 
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| namespace NifOsg
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| {
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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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| 
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|         META_Object(NifOsg, NodeUserData)
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| 
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|         // NIF record index
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|         int mIndex;
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| 
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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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| }
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| 
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| #endif
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