From Cedric Pinson, remove unsused method in Bone class\nadd namespace osgAnimation for Timeline constructors\nadd OSGANIMATION_EXPORT on VertexInfluence and Timeline class
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@ -223,8 +223,6 @@ namespace osgAnimation
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inline bool needToComputeBindMatrix() { return _needToRecomputeBindMatrix;}
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inline bool needToComputeBindMatrix() { return _needToRecomputeBindMatrix;}
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virtual void computeBindMatrix();
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virtual void computeBindMatrix();
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bool needLink() const;
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void setNeedToComputeBindMatrix(bool state) { _needToRecomputeBindMatrix = state; }
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void setNeedToComputeBindMatrix(bool state) { _needToRecomputeBindMatrix = state; }
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/** Add Node to Group.
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/** Add Node to Group.
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@ -162,7 +162,7 @@ namespace osgAnimation
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};
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};
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class Timeline : public osg::Object
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class OSGANIMATION_EXPORT Timeline : public osg::Object
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{
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{
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public:
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public:
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@ -52,7 +52,7 @@ namespace osgAnimation
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// this class manage VertexInfluence database by mesh
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// this class manage VertexInfluence database by mesh
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// reference bones per vertex ...
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// reference bones per vertex ...
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class VertexInfluenceSet
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class OSGANIMATION_EXPORT VertexInfluenceSet
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{
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{
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public:
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public:
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typedef std::vector<VertexInfluence> BoneToVertexList;
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typedef std::vector<VertexInfluence> BoneToVertexList;
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@ -18,7 +18,7 @@
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using namespace osgAnimation;
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using namespace osgAnimation;
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Timeline::Timeline()
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osgAnimation::Timeline::Timeline()
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{
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{
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_lastUpdate = 0;
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_lastUpdate = 0;
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_currentFrame = 0;
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_currentFrame = 0;
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@ -32,7 +32,7 @@ Timeline::Timeline()
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setName("Timeline");
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setName("Timeline");
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}
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}
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Timeline::Timeline(const Timeline& nc,const osg::CopyOp& op) : osg::Object(nc, op),
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osgAnimation::Timeline::Timeline(const Timeline& nc,const osg::CopyOp& op) : osg::Object(nc, op),
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_actions(nc._actions)
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_actions(nc._actions)
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{
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{
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_lastUpdate = 0;
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_lastUpdate = 0;
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