488eac94f7
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?"
125 lines
5.2 KiB
C++
125 lines
5.2 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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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());
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geometry->setColorBinding (osg::Geometry::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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osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
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trans->setName("AnimatedNode");
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trans->setDataVariance(osg::Object::DYNAMIC);
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osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback");
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updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
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trans->setUpdateCallback(updatecb);
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trans->setMatrix(osg::Matrix::identity());
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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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osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager();
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grp->setUpdateCallback(mng);
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grp->addChild(root);
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// And we finaly define our channel
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osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
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channelAnimation1->setTargetName("AnimatedCallback");
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channelAnimation1->setName("position");
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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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osgAnimation::Vec3LinearChannel* channelAnimation2 = new osgAnimation::Vec3LinearChannel;
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channelAnimation2->setTargetName("AnimatedCallback");
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channelAnimation2->setName("euler");
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channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0)));
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channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(1.5, osg::Vec3(2*osg::PI,0,0)));
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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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mng->playAnimation(anim1);
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mng->playAnimation(anim2);
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viewer.setSceneData( grp );
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return viewer.run();
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}
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