Dead code removal

c++11
scrawl 10 years ago
parent eaa4316ff8
commit 10644544ab

@ -253,47 +253,6 @@ namespace
}
};
// NodeCallback used to set the inverse of the parent bone's matrix in skeleton space
// on the MatrixTransform that the NodeCallback is attached to. This is used so we can
// attach skinned meshes to their actual parent node, while still having the skinning
// work in skeleton space as expected.
// Must be set on a MatrixTransform.
class InvertBoneMatrix : public osg::NodeCallback
{
public:
InvertBoneMatrix() {}
InvertBoneMatrix(const InvertBoneMatrix& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY)
: osg::Object(copy, copyop), osg::NodeCallback(copy, copyop) {}
META_Object(NifOsg, InvertBoneMatrix)
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
osg::NodePath path = nv->getNodePath();
path.pop_back();
osg::MatrixTransform* trans = dynamic_cast<osg::MatrixTransform*>(node);
for (osg::NodePath::iterator it = path.begin(); it != path.end(); ++it)
{
if (dynamic_cast<SceneUtil::Skeleton*>(*it))
{
path.erase(path.begin(), it+1);
// the bone's transform in skeleton space
osg::Matrix boneMat = osg::computeLocalToWorld( path );
trans->setMatrix(osg::Matrix::inverse(boneMat));
break;
}
}
}
traverse(node,nv);
}
};
// NodeVisitor that adds keyframe controllers to an existing scene graph, used when loading .kf files
/*
class LoadKfVisitor : public osg::NodeVisitor

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