OpenSceneGraph/src/osg/AnimationPath.cpp

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#include <osg/AnimationPath>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
using namespace osg;
void AnimationPath::insert(double time,const ControlPoint& controlPoint)
{
_timeControlPointMap[time] = controlPoint;
}
bool AnimationPath::getInterpolatedControlPoint(double time,ControlPoint& controlPoint) const
{
if (_timeControlPointMap.empty()) return false;
switch(_loopMode)
{
case(SWING):
{
double modulated_time = (time - getFirstTime())/(getPeriod()*2.0);
double fraction_part = modulated_time - floor(modulated_time);
if (fraction_part>0.5) fraction_part = 1.0-fraction_part;
time = getFirstTime()+(fraction_part*2.0) * getPeriod();
break;
}
case(LOOP):
{
double modulated_time = (time - getFirstTime())/getPeriod();
double fraction_part = modulated_time - floor(modulated_time);
time = getFirstTime()+fraction_part * getPeriod();
break;
}
case(NO_LOOPING):
// no need to modulate the time.
break;
}
TimeControlPointMap::const_iterator second = _timeControlPointMap.lower_bound(time);
if (second==_timeControlPointMap.begin())
{
controlPoint = second->second;
}
else if (second!=_timeControlPointMap.end())
{
TimeControlPointMap::const_iterator first = second;
--first;
// we have both a lower bound and the next item.
// deta_time = second.time - first.time
double delta_time = second->first - first->first;
if (delta_time==0.0)
controlPoint = first->second;
else
{
controlPoint.interpolate((time - first->first)/delta_time,
first->second,
second->second);
}
}
else // (second==_timeControlPointMap.end())
{
controlPoint = _timeControlPointMap.rbegin()->second;
}
return true;
}
class AnimationPathCallbackVisitor : public NodeVisitor
{
public:
AnimationPathCallbackVisitor(const AnimationPath::ControlPoint& cp):
_cp(cp) {}
virtual void apply(MatrixTransform& mt)
{
Matrix matrix;
_cp.getMatrix(matrix);
mt.setMatrix(matrix);
}
virtual void apply(PositionAttitudeTransform& pat)
{
pat.setPosition(_cp._position);
pat.setAttitude(_cp._rotation);
}
AnimationPath::ControlPoint _cp;
};
void AnimationPathCallback::operator()(Node* node, NodeVisitor* nv)
{
if (_animationPath.valid() &&
nv->getVisitorType()==NodeVisitor::UPDATE_VISITOR &&
nv->getFrameStamp())
{
double time = nv->getFrameStamp()->getReferenceTime();
if (_firstTime==0.0) _firstTime = time;
_animationTime = ((time-_firstTime)-_timeOffset)*_timeMultiplier;
AnimationPath::ControlPoint cp;
if (_animationPath->getInterpolatedControlPoint(_animationTime,cp))
{
AnimationPathCallbackVisitor apcv(cp);
node->accept(apcv);
}
}
// must call any nested node callbacks and continue subgraph traversal.
NodeCallback::traverse(node,nv);
}