/* -*-c++-*- * Copyright (C) 2008 Cedric Pinson * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include #include #include #include #include #include #include #include using namespace osgAnimation; osg::ref_ptr createAxis() { osg::ref_ptr geode (new osg::Geode()); osg::ref_ptr geometry (new osg::Geometry()); osg::ref_ptr vertices (new osg::Vec3Array()); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 10.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 10.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 10.0)); geometry->setVertexArray (vertices.get()); osg::ref_ptr colors (new osg::Vec4Array()); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); geometry->setColorArray (colors.get()); geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6)); geode->addDrawable( geometry.get() ); geode->getOrCreateStateSet()->setMode(GL_LIGHTING, false); return geode; } int main (int argc, char* argv[]) { osg::ArgumentParser arguments(&argc, argv); osgViewer::Viewer viewer(arguments); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); osg::Group* root = new osg::Group; osg::ref_ptr axe = createAxis(); osg::ref_ptr geode = new osg::Geode; geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5))); //Tranformation to be manipulated by the animation osg::ref_ptr trans = new osg::MatrixTransform(); trans->setName("AnimatedNode"); //Dynamic object, has to be updated during update traversal trans->setDataVariance(osg::Object::DYNAMIC); //Animation callback for Matrix transforms, name is targetName for Channels osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback"); //add manipulator Stack, names must match with channel names //elements are applied in LIFO order //The first element modifies the position component of the matrix //The second element modifies the rotation around x-axis updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position")); updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0)); //connect the UpdateMatrixTransform callback to the MatrixTRanform trans->setUpdateCallback(updatecb); //initialize MatrixTranform trans->setMatrix(osg::Matrix::identity()); //append geometry node trans->addChild (geode.get()); root->addChild (axe.get()); root->addChild (trans.get()); // Define a scheduler for our animations osg::Group* grp = new osg::Group; //add the animation manager to the scene graph to get it called during update traversals osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager(); grp->setUpdateCallback(mng); //add the rest of the scene to the grp node grp->addChild(root); // And we finaly define our channel for linear Vector interpolation osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel; //name of the AnimationUpdateCallback channelAnimation1->setTargetName("AnimatedCallback"); //name of the StackedElementTransform for position modification channelAnimation1->setName("position"); //Create keyframes for (in this case linear) interpolation of a osg::Vec3 channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0))); channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(2, osg::Vec3(1,1,0))); osgAnimation::Animation* anim1 = new osgAnimation::Animation; anim1->addChannel(channelAnimation1); anim1->setPlayMode(osgAnimation::Animation::PPONG); //define the channel for interpolation of a float angle value osgAnimation::FloatLinearChannel* channelAnimation2 = new osgAnimation::FloatLinearChannel; //name of the AnimationUpdateCallback channelAnimation2->setTargetName("AnimatedCallback"); //name of the StackedElementTransform for position modification channelAnimation2->setName("euler"); //Create keyframes for (in this case linear) interpolation of a osg::Vec3 channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(0, 0)); channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(1.5, 2*osg::PI)); osgAnimation::Animation* anim2 = new osgAnimation::Animation; anim2->addChannel(channelAnimation2); anim2->setPlayMode(osgAnimation::Animation::LOOP); // We register all animation inside the scheduler mng->registerAnimation(anim1); mng->registerAnimation(anim2); //start the animation mng->playAnimation(anim1); mng->playAnimation(anim2); //set the grp-Group with the scene and the AnimationManager as viewer's scene data viewer.setSceneData( grp ); return viewer.run(); }