OpenSceneGraph/src/osg/AnimationPath.cpp

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#include <osg/AnimationPath>
#include <osg/NodeVisitor>
using namespace osg;
void AnimationPath::insert(double time,const Key& key)
{
_timeKeyMap[time] = key;
}
bool AnimationPath::getMatrix(double time,Matrix& matrix) const
{
if (_timeKeyMap.empty()) return false;
TimeKeyMap::const_iterator second = _timeKeyMap.lower_bound(time);
if (second==_timeKeyMap.begin())
{
second->second.getMatrix(matrix);
}
else if (second!=_timeKeyMap.end())
{
TimeKeyMap::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)
first->second.getMatrix(matrix);
else
{
Key key;
key.interpolate((time - first->first)/delta_time,
first->second,
second->second);
key.getMatrix(matrix);
}
}
else // (second==_timeKeyMap.end())
{
_timeKeyMap.rbegin().base()->second.getMatrix(matrix);
}
return true;
}
bool AnimationPath::getInverse(double time,Matrix& matrix) const
{
if (_timeKeyMap.empty()) return false;
TimeKeyMap::const_iterator second = _timeKeyMap.lower_bound(time);
if (second==_timeKeyMap.begin())
{
second->second.getInverse(matrix);
}
else if (second!=_timeKeyMap.end())
{
TimeKeyMap::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)
first->second.getInverse(matrix);
else
{
Key key;
key.interpolate((time - first->first)/delta_time,
first->second,
second->second);
key.getInverse(matrix);
}
}
else // (second==_timeKeyMap.end())
{
_timeKeyMap.rbegin().base()->second.getInverse(matrix);
}
return true;
}
const bool AnimationPath::computeLocalToWorldMatrix(Matrix& matrix,const Transform*, NodeVisitor* nv) const
{
if (nv)
{
const osg::FrameStamp* fs = nv->getFrameStamp();
if (fs)
{
osg::Matrix localMatrix;
getMatrix(fs->getReferenceTime(),localMatrix);
matrix.preMult(localMatrix);
return true;
}
}
return false;
}
/** Get the transformation matrix which moves from world coords to local coords.*/
const bool AnimationPath::computeWorldToLocalMatrix(Matrix& matrix,const Transform* , NodeVisitor* nv) const
{
if (nv)
{
const osg::FrameStamp* fs = nv->getFrameStamp();
if (fs)
{
osg::Matrix localInverse;
getInverse(fs->getReferenceTime(),localInverse);
matrix.postMult(localInverse);
return true;
}
}
return false;
}