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#include "morphgeometry.hpp"
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#include <cassert>
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namespace SceneUtil
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{
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MorphGeometry::MorphGeometry()
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: mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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}
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MorphGeometry::MorphGeometry(const MorphGeometry ©, const osg::CopyOp ©op)
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: osg::Drawable(copy, copyop)
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, mMorphTargets(copy.mMorphTargets)
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, mLastFrameNumber(0)
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, mDirty(true)
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, mMorphedBoundingBox(false)
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{
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setSourceGeometry(copy.getSourceGeometry());
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}
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void MorphGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom)
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{
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mSourceGeometry = sourceGeom;
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for (unsigned int i=0; i<2; ++i)
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{
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mGeometry[i] = new osg::Geometry(*mSourceGeometry, osg::CopyOp::SHALLOW_COPY);
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const osg::Geometry& from = *mSourceGeometry;
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osg::Geometry& to = *mGeometry[i];
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to.setSupportsDisplayList(false);
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to.setUseVertexBufferObjects(true);
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to.setCullingActive(false); // make sure to disable culling since that's handled by this class
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// vertices are modified every frame, so we need to deep copy them.
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// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
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osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
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osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
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if (vertexArray)
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{
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vertexArray->setVertexBufferObject(vbo);
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to.setVertexArray(vertexArray);
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}
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}
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}
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void MorphGeometry::addMorphTarget(osg::Vec3Array *offsets, float weight)
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{
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mMorphTargets.push_back(MorphTarget(offsets, weight));
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mMorphedBoundingBox = false;
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dirty();
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}
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void MorphGeometry::dirty()
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{
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mDirty = true;
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if (!mMorphedBoundingBox)
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dirtyBound();
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}
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osg::ref_ptr<osg::Geometry> MorphGeometry::getSourceGeometry() const
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{
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return mSourceGeometry;
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}
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void MorphGeometry::accept(osg::NodeVisitor &nv)
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{
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if (!nv.validNodeMask(*this))
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return;
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nv.pushOntoNodePath(this);
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if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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cull(&nv);
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else
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nv.apply(*this);
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nv.popFromNodePath();
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}
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void MorphGeometry::accept(osg::PrimitiveFunctor& func) const
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{
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getGeometry(mLastFrameNumber)->accept(func);
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}
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osg::BoundingBox MorphGeometry::computeBoundingBox() const
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{
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bool anyMorphTarget = false;
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for (unsigned int i=0; i<mMorphTargets.size(); ++i)
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if (mMorphTargets[i].getWeight() > 0)
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{
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anyMorphTarget = true;
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break;
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}
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// before the MorphGeometry has started animating, we will use a regular bounding box (this is required
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// for correct object placements, which uses the bounding box)
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if (!mMorphedBoundingBox && !anyMorphTarget)
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{
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return mSourceGeometry->getBoundingBox();
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}
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// once it animates, use a bounding box that encompasses all possible animations so as to avoid recalculating
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else
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{
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mMorphedBoundingBox = true;
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osg::Vec3Array& sourceVerts = *static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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std::vector<osg::BoundingBox> vertBounds(sourceVerts.size());
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// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box for each vertex.
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// The minimum/maximum of the box is the minimum/maximum offset the vertex can have from its starting position.
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// Start with zero offsets which will happen when no morphs are applied.
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for (unsigned int i=0; i<vertBounds.size(); ++i)
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vertBounds[i].set(osg::Vec3f(0,0,0), osg::Vec3f(0,0,0));
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for (unsigned int i = 0; i < mMorphTargets.size(); ++i)
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{
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const osg::Vec3Array& offsets = *mMorphTargets[i].getOffsets();
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for (unsigned int j=0; j<offsets.size() && j<vertBounds.size(); ++j)
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{
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osg::BoundingBox& bounds = vertBounds[j];
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bounds.expandBy(bounds._max + offsets[j]);
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bounds.expandBy(bounds._min + offsets[j]);
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}
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}
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osg::BoundingBox box;
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for (unsigned int i=0; i<vertBounds.size(); ++i)
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{
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vertBounds[i]._max += sourceVerts[i];
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vertBounds[i]._min += sourceVerts[i];
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box.expandBy(vertBounds[i]);
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}
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return box;
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}
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}
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void MorphGeometry::cull(osg::NodeVisitor *nv)
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{
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if (mLastFrameNumber == nv->getTraversalNumber() || !mDirty)
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{
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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nv->pushOntoNodePath(&geom);
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nv->apply(geom);
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nv->popFromNodePath();
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return;
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}
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mDirty = false;
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mLastFrameNumber = nv->getTraversalNumber();
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osg::Geometry& geom = *getGeometry(mLastFrameNumber);
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const osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
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osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
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assert(positionSrc->size() == positionDst->size());
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for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
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(*positionDst)[vertex] = (*positionSrc)[vertex];
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for (unsigned int i=0; i<mMorphTargets.size(); ++i)
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{
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float weight = mMorphTargets[i].getWeight();
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if (weight == 0.f)
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continue;
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const osg::Vec3Array* offsets = mMorphTargets[i].getOffsets();
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for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
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(*positionDst)[vertex] += (*offsets)[vertex] * weight;
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}
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positionDst->dirty();
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nv->pushOntoNodePath(&geom);
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nv->apply(geom);
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nv->popFromNodePath();
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}
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osg::Geometry* MorphGeometry::getGeometry(unsigned int frame) const
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{
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return mGeometry[frame%2];
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}
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}
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@ -0,0 +1,83 @@
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#ifndef OPENMW_COMPONENTS_MORPHGEOMETRY_H
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#define OPENMW_COMPONENTS_MORPHGEOMETRY_H
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#include <osg/Geometry>
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namespace SceneUtil
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{
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/// @brief Vertex morphing implementation.
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/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread safe way while
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/// not compromising rendering performance. This is crucial when using osg's default threading model of DrawThreadPerContext.
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class MorphGeometry : public osg::Drawable
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{
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public:
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MorphGeometry();
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MorphGeometry(const MorphGeometry& copy, const osg::CopyOp& copyop);
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META_Object(SceneUtil, MorphGeometry)
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/// Initialize this geometry from the source geometry.
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/// @note The source geometry will not be modified.
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void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
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class MorphTarget
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{
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protected:
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osg::ref_ptr<osg::Vec3Array> mOffsets;
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float mWeight;
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public:
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MorphTarget(osg::Vec3Array* offsets, float w = 1.0) : mOffsets(offsets), mWeight(w) {}
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void setWeight(float weight) { mWeight = weight; }
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float getWeight() const { return mWeight; }
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osg::Vec3Array* getOffsets() { return mOffsets.get(); }
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const osg::Vec3Array* getOffsets() const { return mOffsets.get(); }
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void setOffsets(osg::Vec3Array* offsets) { mOffsets = offsets; }
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};
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typedef std::vector<MorphTarget> MorphTargetList;
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virtual void addMorphTarget( osg::Vec3Array* offsets, float weight = 1.0 );
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/** Set the MorphGeometry dirty.*/
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void dirty();
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/** Get the list of MorphTargets.*/
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const MorphTargetList& getMorphTargetList() const { return mMorphTargets; }
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/** Get the list of MorphTargets. Warning if you modify this array you will have to call dirty() */
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MorphTargetList& getMorphTargetList() { return mMorphTargets; }
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/** Return the \c MorphTarget at position \c i.*/
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inline const MorphTarget& getMorphTarget( unsigned int i ) const { return mMorphTargets[i]; }
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/** Return the \c MorphTarget at position \c i.*/
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inline MorphTarget& getMorphTarget( unsigned int i ) { return mMorphTargets[i]; }
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osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
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virtual void accept(osg::NodeVisitor &nv);
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virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
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virtual void accept(osg::PrimitiveFunctor&) const;
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virtual osg::BoundingBox computeBoundingBox() const;
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private:
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void cull(osg::NodeVisitor* nv);
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MorphTargetList mMorphTargets;
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osg::ref_ptr<osg::Geometry> mSourceGeometry;
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osg::ref_ptr<osg::Geometry> mGeometry[2];
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osg::Geometry* getGeometry(unsigned int frame) const;
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unsigned int mLastFrameNumber;
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bool mDirty; // Have any morph targets changed?
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mutable bool mMorphedBoundingBox;
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};
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}
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#endif
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