/* -*-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. */ #ifndef OSGANIMATION_TIMELINE_H #define OSGANIMATION_TIMELINE_H #include #include #include #include #include #include #include #include #include namespace osgAnimation { class OSGANIMATION_EXPORT Timeline : public Action //osg::Object { public: Timeline(); Timeline(const Timeline& nc,const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY); META_Action(osgAnimation, Timeline); enum TimelineStatus { Play, Stop }; TimelineStatus getStatus() const { return _state; } typedef std::vector ActionList; typedef std::map ActionLayers; const ActionList& getActionLayer(int i) { return _actions[i];} unsigned int getCurrentFrame() const { return _currentFrame;} double getCurrentTime() const { return _currentFrame * 1.0 / _fps;} void play() { _state = Play; } void gotoFrame(unsigned int frame) { _currentFrame = frame; } void stop() { _state = Stop; } bool getEvaluating() const { return _evaluating;} bool isActive(Action* activeAction); void removeAction(Action* action); virtual void addActionAt(unsigned int frame, Action* action, int priority = 0); virtual void addActionAt(double t, Action* action, int priority = 0); void addActionNow(Action* action, int priority = 0); void clearActions(); virtual void update(double simulationTime); void setLastFrameEvaluated(unsigned int frame) { _previousFrameEvaluated = frame; } void setEvaluating(bool state) { _evaluating = state;} void traverse(ActionVisitor& visitor); void setStats(osg::Stats* stats); osg::Stats* getStats(); void collectStats(bool state); osgAnimation::StatsActionVisitor* getStatsVisitor(); const ActionLayers& getActionLayers() const { return _actions; } void processPendingOperation(); protected: ActionLayers _actions; double _lastUpdate; double _speed; unsigned int _currentFrame; unsigned int _previousFrameEvaluated; bool _initFirstFrame; TimelineStatus _state; bool _collectStats; osg::ref_ptr _stats; osg::ref_ptr _statsVisitor; // to manage pending operation bool _evaluating; struct Command { Command():_priority(0) {} Command(int priority, const FrameAction& action) : _priority(priority), _action(action) {} int _priority; FrameAction _action; }; typedef std::vector CommandList; CommandList _addActionOperations; ActionList _removeActionOperations; void internalRemoveAction(Action* action); void internalAddAction(int priority, const FrameAction& ftl); }; } #endif