0a1db3d6fc
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
145 lines
6.4 KiB
C++
145 lines
6.4 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <cedric.pinson@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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#include <iostream>
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#include <osg/Geometry>
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#include <osg/Shape>
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#include <osg/ShapeDrawable>
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#include <osgViewer/Viewer>
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#include <osgGA/TrackballManipulator>
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#include <osg/MatrixTransform>
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#include <osgAnimation/BasicAnimationManager>
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#include <osgAnimation/Channel>
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#include <osgAnimation/UpdateMatrixTransform>
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#include <osgAnimation/StackedTranslateElement>
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#include <osgAnimation/StackedRotateAxisElement>
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using namespace osgAnimation;
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osg::ref_ptr<osg::Geode> createAxis()
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{
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osg::ref_ptr<osg::Geode> geode (new osg::Geode());
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osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry());
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osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
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vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
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vertices->push_back (osg::Vec3 ( 10.0, 0.0, 0.0));
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vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
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vertices->push_back (osg::Vec3 ( 0.0, 10.0, 0.0));
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vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
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vertices->push_back (osg::Vec3 ( 0.0, 0.0, 10.0));
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geometry->setVertexArray (vertices.get());
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
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colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
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colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
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colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
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colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
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colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
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geometry->setColorArray (colors.get(), osg::Array::BIND_PER_VERTEX);
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geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
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geode->addDrawable( geometry.get() );
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geode->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
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return geode;
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}
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int main (int argc, char* argv[])
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{
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osg::ArgumentParser arguments(&argc, argv);
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osgViewer::Viewer viewer(arguments);
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viewer.setCameraManipulator(new osgGA::TrackballManipulator());
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osg::Group* root = new osg::Group;
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osg::ref_ptr<osg::Geode> axe = createAxis();
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osg::ref_ptr<osg::Geode> geode = new osg::Geode;
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geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));
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//Transformation to be manipulated by the animation
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osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
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trans->setName("AnimatedNode");
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//Dynamic object, has to be updated during update traversal
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trans->setDataVariance(osg::Object::DYNAMIC);
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//Animation callback for Matrix transforms, name is targetName for Channels
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osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback");
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//add manipulator Stack, names must match with channel names
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//elements are applied in LIFO order
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//The first element modifies the position component of the matrix
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//The second element modifies the rotation around x-axis
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updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
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updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
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//connect the UpdateMatrixTransform callback to the MatrixTransform
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trans->setUpdateCallback(updatecb);
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//initialize MatrixTranform
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trans->setMatrix(osg::Matrix::identity());
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//append geometry node
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trans->addChild (geode.get());
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root->addChild (axe.get());
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root->addChild (trans.get());
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// Define a scheduler for our animations
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osg::Group* grp = new osg::Group;
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//add the animation manager to the scene graph to get it called during update traversals
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osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager();
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grp->setUpdateCallback(mng);
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//add the rest of the scene to the grp node
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grp->addChild(root);
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// And we finally define our channel for linear Vector interpolation
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osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
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//name of the AnimationUpdateCallback
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channelAnimation1->setTargetName("AnimatedCallback");
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//name of the StackedElementTransform for position modification
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channelAnimation1->setName("position");
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//Create keyframes for (in this case linear) interpolation of a osg::Vec3
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channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0)));
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channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(2, osg::Vec3(1,1,0)));
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osgAnimation::Animation* anim1 = new osgAnimation::Animation;
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anim1->addChannel(channelAnimation1);
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anim1->setPlayMode(osgAnimation::Animation::PPONG);
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//define the channel for interpolation of a float angle value
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osgAnimation::FloatLinearChannel* channelAnimation2 = new osgAnimation::FloatLinearChannel;
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//name of the AnimationUpdateCallback
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channelAnimation2->setTargetName("AnimatedCallback");
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//name of the StackedElementTransform for position modification
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channelAnimation2->setName("euler");
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//Create keyframes for (in this case linear) interpolation of a osg::Vec3
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channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(0, 0));
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channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(1.5, 2*osg::PI));
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osgAnimation::Animation* anim2 = new osgAnimation::Animation;
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anim2->addChannel(channelAnimation2);
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anim2->setPlayMode(osgAnimation::Animation::LOOP);
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// We register all animation inside the scheduler
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mng->registerAnimation(anim1);
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mng->registerAnimation(anim2);
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//start the animation
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mng->playAnimation(anim1);
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mng->playAnimation(anim2);
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//set the grp-Group with the scene and the AnimationManager as viewer's scene data
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viewer.setSceneData( grp );
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return viewer.run();
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}
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