OpenSceneGraph/include/osgAnimation/Skeleton
Cedric Pinson 4372ec3cba From Cedric Pinson, this commit contains the following change:
* Change ref_ptr to observer_ptr to avoid cross reference and leak in Skinning
* Set invalidate to true to re run the check visitor in Skeleton
* Shallow copy Sampler in channel copy constructor
* Add accessor in VertexInfluence
* Remove dead code in Timeline.cpp
* Dont force linking in Bone::UpdateBone, the decision is done by the user or the manager
* Add offset in timeline stats to display each manager on the screen
* Add a flag in animation manager base to enable or not automatic link when modifying the manager
2009-10-21 15:45:13 +00:00

51 lines
1.8 KiB
C++

/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
*
* 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 <osg/MatrixTransform>
#include <osgAnimation/Bone>
#include <osgAnimation/Export>
namespace osgAnimation
{
class OSGANIMATION_EXPORT Skeleton : public Bone
{
public:
META_Node(osgAnimation, Skeleton);
class OSGANIMATION_EXPORT UpdateSkeleton : public osg::NodeCallback
{
public:
META_Object(osgAnimation, UpdateSkeleton);
UpdateSkeleton() : _needValidate(true) {}
UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop) { _needValidate = true;}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
protected:
bool _needValidate;
};
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