99 lines
3.5 KiB
Plaintext
99 lines
3.5 KiB
Plaintext
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/* -*-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_ANIMATIONMANAGERBASE_H
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#define OSGANIMATION_ANIMATIONMANAGERBASE_H
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#include <osgAnimation/Animation>
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#include <osgAnimation/Export>
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#include <osg/FrameStamp>
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#include <osg/Group>
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namespace osgAnimation
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{
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class OSGANIMATION_EXPORT AnimationManagerBase : public osg::Group
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{
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public:
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typedef std::set<osg::ref_ptr<Target> > TargetSet;
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struct UpdateCallback : public osg::NodeCallback
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{
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/** Callback method called by the NodeVisitor when visiting a node.*/
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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AnimationManagerBase* b = dynamic_cast<AnimationManagerBase*>(node);
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if (b)
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{
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if (b->needToLink())
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{
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/** manager need to link, it means that an animation has been added
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so we need to relink all item animated with all animations.
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We apply the linker visitor on the manager node to affect
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all its children.
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But it should not be done here, it should be done in the
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update of AnimationManager
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*/
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b->link();
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}
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const osg::FrameStamp* fs = nv->getFrameStamp();
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b->update(fs->getSimulationTime());
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}
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}
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traverse(node,nv);
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}
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};
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AnimationManagerBase();
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AnimationManagerBase(const AnimationManagerBase& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) :
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osg::Group(b,copyop)
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{
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_animations = b._animations;
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_targets = b._targets;
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_needToLink = b._needToLink;
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}
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virtual ~AnimationManagerBase();
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virtual void update (double time) = 0;
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virtual void buildTargetReference();
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virtual void registerAnimation (Animation* animation);
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virtual void link();
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virtual bool needToLink() const;
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const AnimationList& getAnimationList() const { return _animations;}
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AnimationMap getAnimationMap() const;
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void clearTargets()
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{
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for (TargetSet::iterator it = _targets.begin(); it != _targets.end(); it++)
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(*it).get()->reset();
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}
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void normalizeTargets()
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{
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for (TargetSet::iterator it = _targets.begin(); it != _targets.end(); it++)
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(*it).get()->normalize();
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}
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protected:
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AnimationList _animations;
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TargetSet _targets;
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bool _needToLink;
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};
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}
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#endif
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