OpenSceneGraph/examples/osganimationsolid/osganimationsolid.cpp
Robert Osfield 488eac94f7 From Wang Rui, "Attached is the osgAnimation wrappers for serialize IO operations. A
few headers and the osgAnimation sources are also modified to make
everything goes well, including:

A new REGISTER_OBJECT_WRAPPER2 macro to wrap classes like
Skeleton::UpdateSkeleton.
A bug fix in the Seralizer header which avoids setting default values
to objects.
Naming style fixes in osgAnimation headers and sources, also in the
deprecated dotosg wrappers.
A bug fix for the XML support, to write char values correctly.
A small change in the osg::Geometry wrapper to ignore the
InternalGeometry property, which is used by the MorphGeometry and
should not be set by user applications.

The avatar.osg, nathan.osg and robot.osg data files all work fine with
serializers, with some 'unsupported wrapper' warnings when converting.
I'm thinking of removing these warnings by disabling related property
serializers (ComputeBoundingBoxCallback and Drawable::UpdateCallback),
which are seldom recorded by users.

By the way, I still wonder how would we handle the C4121 problem,
discussed some days before. The /Zp compile option is set to 16 in the
attached cmake script file. And is there a better solution now?"
2010-04-19 10:35:18 +00:00

125 lines
5.2 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>
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());
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<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)));
osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
trans->setName("AnimatedNode");
trans->setDataVariance(osg::Object::DYNAMIC);
osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback");
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
trans->setUpdateCallback(updatecb);
trans->setMatrix(osg::Matrix::identity());
trans->addChild (geode.get());
root->addChild (axe.get());
root->addChild (trans.get());
// Define a scheduler for our animations
osg::Group* grp = new osg::Group;
osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager();
grp->setUpdateCallback(mng);
grp->addChild(root);
// And we finaly define our channel
osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
channelAnimation1->setTargetName("AnimatedCallback");
channelAnimation1->setName("position");
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);
osgAnimation::Vec3LinearChannel* channelAnimation2 = new osgAnimation::Vec3LinearChannel;
channelAnimation2->setTargetName("AnimatedCallback");
channelAnimation2->setName("euler");
channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0)));
channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(1.5, osg::Vec3(2*osg::PI,0,0)));
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);
mng->playAnimation(anim1);
mng->playAnimation(anim2);
viewer.setSceneData( grp );
return viewer.run();
}