reformat with the help of AStyle reformat tool (codeblocks)
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@@ -46,22 +46,22 @@ namespace osgAnimation
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typedef std::vector<osg::Matrix> MatrixPalette;
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///set the first Vertex Attribute Array index of the rig generated by this technic (default:11)
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void setFirstVertexAttributeTarget(unsigned int i){ _minAttribIndex=i;}
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unsigned int getFirstVertexAttributeTarget()const { return _minAttribIndex;}
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void setFirstVertexAttributeTarget(unsigned int i) { _minAttribIndex=i; }
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unsigned int getFirstVertexAttributeTarget()const { return _minAttribIndex; }
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void setShader(osg::Shader* shader) { _shader = shader; }
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const osg::Shader* getShader() const { return _shader.get(); }
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osg::Shader* getShader() { return _shader.get(); }
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void setShader(osg::Shader* shader) { _shader = shader; }
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const osg::Shader* getShader() const { return _shader.get(); }
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osg::Shader* getShader() { return _shader.get(); }
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osg::Vec4Array* getVertexAttrib(unsigned int index);
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unsigned int getNumVertexAttrib() const {return _boneWeightAttribArrays.size();}
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unsigned int getNumVertexAttrib() const { return _boneWeightAttribArrays.size(); }
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const unsigned int &getNumBonesPerVertex() const{ return _bonesPerVertex; }
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const unsigned int &getNumVertexes() const { return _nbVertices; }
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const unsigned int &getNumBonesPerVertex() const { return _bonesPerVertex; }
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const unsigned int &getNumVertexes() const { return _nbVertices; }
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const BoneNamePaletteIndex& getBoneNameToPalette(){ return _boneNameToPalette; }
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const BonePalette& getBonePalette() { return _bonePalette; }
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osg::Uniform* getMatrixPaletteUniform() { return _uniformMatrixPalette.get(); }
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const BoneNamePaletteIndex& getBoneNameToPalette() { return _boneNameToPalette; }
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const BonePalette& getBonePalette() { return _bonePalette; }
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osg::Uniform* getMatrixPaletteUniform() { return _uniformMatrixPalette.get(); }
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void computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry);
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@@ -84,7 +84,7 @@ namespace osgAnimation
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bool _needInit;
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unsigned int _minAttribIndex;
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bool buildPalette(const BoneMap& boneMap ,const RigGeometry& rig);
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bool buildPalette(const BoneMap& boneMap,const RigGeometry& rig);
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//on first update
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virtual bool init(RigGeometry& );
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