OpenSceneGraph/include/osgAnimation/Timeline
2009-06-17 16:54:39 +00:00

122 lines
3.7 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.
*/
#ifndef OSGANIMATION_TIMELINE_H
#define OSGANIMATION_TIMELINE_H
#include <osgAnimation/Export>
#include <map>
#include <vector>
#include <osg/Notify>
#include <osg/Stats>
#include <osgAnimation/Action>
#include <osgAnimation/FrameAction>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/StatsVisitor>
namespace osgAnimation
{
class OSGANIMATION_EXPORT Timeline : public Action //osg::Object
{
public:
Timeline();
Timeline(const Timeline& nc,const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY);
META_Action(osgAnimation, Timeline);
enum TimelineStatus
{
Play,
Stop
};
TimelineStatus getStatus() const { return _state; }
typedef std::vector<FrameAction> ActionList;
typedef std::map<int, ActionList> ActionLayers;
const ActionList& getActionLayer(int i) { return _actions[i];}
unsigned int getCurrentFrame() const { return _currentFrame;}
double getCurrentTime() const { return _currentFrame * 1.0 / _fps;}
void play() { _state = Play; }
void gotoFrame(unsigned int frame) { _currentFrame = frame; }
void stop() { _state = Stop; }
bool getEvaluating() const { return _evaluating;}
bool isActive(Action* activeAction);
void removeAction(Action* action);
virtual void addActionAt(unsigned int frame, Action* action, int priority = 0);
virtual void addActionAt(double t, Action* action, int priority = 0);
void addActionNow(Action* action, int priority = 0);
void clearActions();
virtual void update(double simulationTime);
void setLastFrameEvaluated(unsigned int frame) { _previousFrameEvaluated = frame; }
void setEvaluating(bool state) { _evaluating = state;}
void traverse(ActionVisitor& visitor);
void setStats(osg::Stats* stats);
osg::Stats* getStats();
void collectStats(bool state);
osgAnimation::StatsActionVisitor* getStatsVisitor();
const ActionLayers& getActionLayers() const { return _actions; }
void processPendingOperation();
protected:
ActionLayers _actions;
double _lastUpdate;
double _speed;
unsigned int _currentFrame;
unsigned int _previousFrameEvaluated;
bool _initFirstFrame;
TimelineStatus _state;
bool _collectStats;
osg::ref_ptr<osg::Stats> _stats;
osg::ref_ptr<osgAnimation::StatsActionVisitor> _statsVisitor;
// to manage pending operation
bool _evaluating;
struct Command
{
Command():_priority(0) {}
Command(int priority, const FrameAction& action) : _priority(priority), _action(action) {}
int _priority;
FrameAction _action;
};
typedef std::vector<Command> CommandList;
CommandList _addActionOperations;
ActionList _removeActionOperations;
void internalRemoveAction(Action* action);
void internalAddAction(int priority, const FrameAction& ftl);
};
}
#endif