OpenSceneGraph/examples/osganimationsolid/osganimationsolid.cpp
Robert Osfield 0a1db3d6fc From Jannik Heller, typo fixes
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
2015-04-13 10:43:56 +00:00

145 lines
6.4 KiB
C++

/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* 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 <iostream>
#include <osg/Geometry>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgGA/TrackballManipulator>
#include <osg/MatrixTransform>
#include <osgAnimation/BasicAnimationManager>
#include <osgAnimation/Channel>
#include <osgAnimation/UpdateMatrixTransform>
#include <osgAnimation/StackedTranslateElement>
#include <osgAnimation/StackedRotateAxisElement>
using namespace osgAnimation;
osg::ref_ptr<osg::Geode> createAxis()
{
osg::ref_ptr<osg::Geode> geode (new osg::Geode());
osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry());
osg::ref_ptr<osg::Vec3Array> 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<osg::Vec4Array> 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(), osg::Array::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<osg::Geode> axe = createAxis();
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));
//Transformation to be manipulated by the animation
osg::ref_ptr<osg::MatrixTransform> 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 MatrixTransform
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 finally 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();
}