Ran script to remove trailing spaces and tabs
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@@ -1,14 +1,14 @@
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/* -*-c++-*-
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@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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* 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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*
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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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* 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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@@ -21,7 +21,7 @@
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#include <osgAnimation/VertexInfluence>
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#include <osg/Geometry>
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namespace osgAnimation
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namespace osgAnimation
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{
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class OSGANIMATION_EXPORT RigGeometry : public osg::Geometry
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@@ -37,15 +37,15 @@ namespace osgAnimation
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void setInfluenceMap(VertexInfluenceMap* vertexInfluenceMap) { _vertexInfluenceMap = vertexInfluenceMap; }
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const VertexInfluenceMap* getInfluenceMap() const { return _vertexInfluenceMap.get();}
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VertexInfluenceMap* getInfluenceMap() { return _vertexInfluenceMap.get();}
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const Skeleton* getSkeleton() const;
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Skeleton* getSkeleton();
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// will be used by the update callback to init correctly the rig mesh
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void setSkeleton(Skeleton*);
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void setNeedToComputeMatrix(bool state) { _needToComputeMatrix = state;}
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bool getNeedToComputeMatrix() const { return _needToComputeMatrix;}
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// this build the internal database about vertex influence and bones
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void buildVertexInfluenceSet();
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@@ -71,7 +71,7 @@ namespace osgAnimation
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void copyFrom(osg::Geometry& from);
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protected:
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osg::ref_ptr<osg::Geometry> _geometry;
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osg::ref_ptr<RigTransform> _rigTransformImplementation;
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@@ -82,12 +82,12 @@ namespace osgAnimation
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osg::Matrix _invMatrixFromSkeletonToGeometry;
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osg::observer_ptr<Skeleton> _root;
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bool _needToComputeMatrix;
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struct FindNearestParentSkeleton : public osg::NodeVisitor
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{
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osg::ref_ptr<Skeleton> _root;
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FindNearestParentSkeleton() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_PARENTS) {}
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void apply(osg::Transform& node)
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void apply(osg::Transform& node)
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{
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if (_root.valid())
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return;
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