/* -*-c++-*- * Copyright (C) 2008 Cedric Pinson * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSGANIMATION_SKELETON_H #define OSGANIMATION_SKELETON_H #include #include #include namespace osgAnimation { class OSGANIMATION_EXPORT Skeleton : public Bone { public: META_Node(osgAnimation, Skeleton); struct OSGANIMATION_EXPORT UpdateSkeleton : public osg::NodeCallback { META_Object(osgAnimation, UpdateSkeleton); UpdateSkeleton() {} UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop) {} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv); }; Skeleton(const Skeleton& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : Bone(b,copyop) {} Skeleton(); void setDefaultUpdateCallback(void); void computeBindMatrix() { _invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace); _needToRecomputeBindMatrix = false; } }; } #endif