4b43b22c5a
into the AnimationPathCallback so you can now animate both via animation paths.
263 lines
7.4 KiB
C++
263 lines
7.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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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 <osg/AnimationPath>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/CameraNode>
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#include <osg/CameraView>
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#include <osg/io_utils>
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using namespace osg;
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void AnimationPath::insert(double time,const ControlPoint& controlPoint)
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{
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_timeControlPointMap[time] = controlPoint;
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}
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bool AnimationPath::getInterpolatedControlPoint(double time,ControlPoint& controlPoint) const
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{
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if (_timeControlPointMap.empty()) return false;
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switch(_loopMode)
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{
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case(SWING):
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{
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double modulated_time = (time - getFirstTime())/(getPeriod()*2.0);
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double fraction_part = modulated_time - floor(modulated_time);
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if (fraction_part>0.5) fraction_part = 1.0-fraction_part;
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time = getFirstTime()+(fraction_part*2.0) * getPeriod();
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break;
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}
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case(LOOP):
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{
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double modulated_time = (time - getFirstTime())/getPeriod();
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double fraction_part = modulated_time - floor(modulated_time);
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time = getFirstTime()+fraction_part * getPeriod();
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break;
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}
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case(NO_LOOPING):
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// no need to modulate the time.
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break;
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}
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TimeControlPointMap::const_iterator second = _timeControlPointMap.lower_bound(time);
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if (second==_timeControlPointMap.begin())
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{
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controlPoint = second->second;
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}
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else if (second!=_timeControlPointMap.end())
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{
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TimeControlPointMap::const_iterator first = second;
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--first;
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// we have both a lower bound and the next item.
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// deta_time = second.time - first.time
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double delta_time = second->first - first->first;
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if (delta_time==0.0)
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controlPoint = first->second;
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else
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{
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controlPoint.interpolate((time - first->first)/delta_time,
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first->second,
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second->second);
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}
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}
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else // (second==_timeControlPointMap.end())
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{
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controlPoint = _timeControlPointMap.rbegin()->second;
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}
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return true;
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}
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void AnimationPath::read(std::istream& in)
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{
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while (!in.eof())
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{
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double time;
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osg::Vec3d position;
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osg::Quat rotation;
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in >> time >> position.x() >> position.y() >> position.z() >> rotation.x() >> rotation.y() >> rotation.z() >> rotation.w();
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if(!in.eof())
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insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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}
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}
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void AnimationPath::write(std::ostream& fout) const
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{
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int prec = fout.precision();
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fout.precision(15);
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const TimeControlPointMap& tcpm = getTimeControlPointMap();
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for(TimeControlPointMap::const_iterator tcpmitr=tcpm.begin();
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tcpmitr!=tcpm.end();
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++tcpmitr)
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{
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const ControlPoint& cp = tcpmitr->second;
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fout<<tcpmitr->first<<" "<<cp.getPosition()<<" "<<cp.getRotation()<<std::endl;
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}
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fout.precision(prec);
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}
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class AnimationPathCallbackVisitor : public NodeVisitor
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{
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public:
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AnimationPathCallbackVisitor(const AnimationPath::ControlPoint& cp, const osg::Vec3d& pivotPoint, bool useInverseMatrix):
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_cp(cp),
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_pivotPoint(pivotPoint),
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_useInverseMatrix(useInverseMatrix) {}
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virtual void apply(CameraNode& camera)
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{
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Matrix matrix;
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if (_useInverseMatrix)
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_cp.getInverse(matrix);
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else
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_cp.getMatrix(matrix);
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camera.setViewMatrix(osg::Matrix::translate(-_pivotPoint)*matrix);
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}
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virtual void apply(CameraView& cv)
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{
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if (_useInverseMatrix)
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{
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Matrix matrix;
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_cp.getInverse(matrix);
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cv.setPosition(matrix.getTrans());
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cv.setAttitude(_cp.getRotation().inverse());
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cv.setFocalLength(1.0f/_cp.getScale().x());
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}
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else
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{
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cv.setPosition(_cp.getPosition());
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cv.setAttitude(_cp.getRotation());
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cv.setFocalLength(_cp.getScale().x());
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}
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}
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virtual void apply(MatrixTransform& mt)
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{
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Matrix matrix;
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if (_useInverseMatrix)
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_cp.getInverse(matrix);
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else
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_cp.getMatrix(matrix);
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mt.setMatrix(osg::Matrix::translate(-_pivotPoint)*matrix);
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}
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virtual void apply(PositionAttitudeTransform& pat)
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{
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if (_useInverseMatrix)
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{
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Matrix matrix;
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_cp.getInverse(matrix);
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pat.setPosition(matrix.getTrans());
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pat.setAttitude(_cp.getRotation().inverse());
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pat.setScale(osg::Vec3(1.0f/_cp.getScale().x(),1.0f/_cp.getScale().y(),1.0f/_cp.getScale().z()));
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pat.setPivotPoint(_pivotPoint);
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}
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else
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{
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pat.setPosition(_cp.getPosition());
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pat.setAttitude(_cp.getRotation());
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pat.setScale(_cp.getScale());
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pat.setPivotPoint(_pivotPoint);
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}
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}
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AnimationPath::ControlPoint _cp;
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osg::Vec3d _pivotPoint;
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bool _useInverseMatrix;
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};
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void AnimationPathCallback::operator()(Node* node, NodeVisitor* nv)
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{
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if (_animationPath.valid() &&
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nv->getVisitorType()==NodeVisitor::UPDATE_VISITOR &&
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nv->getFrameStamp())
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{
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double time = nv->getFrameStamp()->getReferenceTime();
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_latestTime = time;
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if (!_pause)
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{
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// Only update _firstTime the first time, when its value is still DBL_MAX
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if (_firstTime==DBL_MAX) _firstTime = time;
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update(*node);
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}
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}
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// must call any nested node callbacks and continue subgraph traversal.
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NodeCallback::traverse(node,nv);
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}
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double AnimationPathCallback::getAnimationTime() const
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{
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return ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;
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}
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void AnimationPathCallback::update(osg::Node& node)
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{
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AnimationPath::ControlPoint cp;
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if (_animationPath->getInterpolatedControlPoint(getAnimationTime(),cp))
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{
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AnimationPathCallbackVisitor apcv(cp,_pivotPoint,_useInverseMatrix);
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node.accept(apcv);
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}
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}
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void AnimationPathCallback::reset()
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{
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#if 1
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_firstTime = DBL_MAX;
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_pauseTime = DBL_MAX;
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#else
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_firstTime = _latestTime;
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_pauseTime = _latestTime;
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#endif
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}
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void AnimationPathCallback::setPause(bool pause)
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{
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if (_pause==pause)
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{
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return;
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}
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_pause = pause;
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if (_firstTime==DBL_MAX) return;
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if (_pause)
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{
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_pauseTime = _latestTime;
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}
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else
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{
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_firstTime += (_latestTime-_pauseTime);
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}
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}
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