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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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#include <components/nif/niftypes.hpp>
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#include <osg/Object>
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namespace NifOsg
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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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        META_Object(NifOsg, NodeUserData)
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        // NIF record index
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        int mIndex;
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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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#endif
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