4372ec3cba
* 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
51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGANIMATION_SKELETON_H
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#define OSGANIMATION_SKELETON_H
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#include <osg/MatrixTransform>
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#include <osgAnimation/Bone>
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#include <osgAnimation/Export>
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namespace osgAnimation
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{
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class OSGANIMATION_EXPORT Skeleton : public Bone
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{
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public:
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META_Node(osgAnimation, Skeleton);
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class OSGANIMATION_EXPORT UpdateSkeleton : public osg::NodeCallback
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{
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public:
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META_Object(osgAnimation, UpdateSkeleton);
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UpdateSkeleton() : _needValidate(true) {}
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UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop) { _needValidate = true;}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
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protected:
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bool _needValidate;
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};
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Skeleton(const Skeleton& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : Bone(b,copyop) {}
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Skeleton();
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void setDefaultUpdateCallback(void);
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void computeBindMatrix() { _invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace); _needToRecomputeBindMatrix = false; }
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};
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}
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#endif
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