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			45 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
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| #define OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
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| 
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| #include <map>
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| 
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| #include <osg/CopyOp>
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| 
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| namespace osgParticle
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| {
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|     class ParticleProcessor;
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|     class ParticleSystem;
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|     class ParticleSystemUpdater;
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| }
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| 
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| namespace SceneUtil
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| {
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| 
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|     /// @par Defines the cloning behaviour we need:
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|     /// * Assigns updated ParticleSystem pointers on cloned emitters and programs.
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|     /// * Creates deep copy of StateSets if they have a DYNAMIC data variance.
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|     /// * Deep copies RigGeometry and MorphGeometry so they can animate without affecting clones.
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|     /// @warning Do not use an object of this class for more than one copy operation.
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|     class CopyOp : public osg::CopyOp
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|     {
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|     public:
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|         CopyOp();
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| 
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|         virtual osgParticle::ParticleSystem* operator() (const osgParticle::ParticleSystem* partsys) const;
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|         virtual osgParticle::ParticleProcessor* operator() (const osgParticle::ParticleProcessor* processor) const;
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| 
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|         virtual osg::Node* operator() (const osg::Node* node) const;
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|         virtual osg::Drawable* operator() (const osg::Drawable* drawable) const;
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| 
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|         virtual osg::StateSet* operator() (const osg::StateSet* stateset) const;
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| 
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|     private:
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|         // maps new ParticleProcessor to their old ParticleSystem pointer
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|         // a little messy, but I think this should be the most efficient way
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|         mutable std::map<osgParticle::ParticleProcessor*, const osgParticle::ParticleSystem*> mMap;
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|         mutable std::map<osgParticle::ParticleSystemUpdater*, const osgParticle::ParticleSystem*> mMap2;
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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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