OpenSceneGraph/include/osgAnimation/UpdateCallback

148 lines
5.1 KiB
C++

/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@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_UPDATE_CALLBACK_H
#define OSGANIMATION_UPDATE_CALLBACK_H
#include <osg/Vec3>
#include <osg/NodeCallback>
#include <osg/StateAttribute>
#include <osg/Material>
#include <osg/observer_ptr>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/Export>
namespace osgAnimation
{
class AnimationUpdateCallbackBase
{
public:
virtual AnimationManagerBase* getAnimationManager() = 0;
virtual bool needLink() const = 0;
virtual bool link(osgAnimation::Channel* channel) = 0;
virtual int link(osgAnimation::Animation* animation) = 0;
virtual void updateLink() = 0;
virtual const std::string& getName() const = 0;
};
template <class T>
class AnimationUpdateCallback : public AnimationUpdateCallbackBase, public T
{
protected:
osg::observer_ptr<osgAnimation::AnimationManagerBase> _manager;
public:
AnimationUpdateCallback(const std::string& name) { T::setName(name);}
AnimationUpdateCallback(const AnimationUpdateCallback& apc,const osg::CopyOp& copyop):
T(apc, copyop),
_manager(apc._manager) {}
osgAnimation::AnimationManagerBase* getAnimationManager() { return _manager.get(); }
const std::string& getName() const { return T::getName(); }
int link(osgAnimation::Animation* animation)
{
if (T::getName().empty())
osg::notify(osg::WARN) << "An update callback has no name, it means it can link only with \"\" named Target, often an error" << std::endl;
int nbLinks = 0;
for (osgAnimation::ChannelList::iterator it = animation->getChannels().begin();
it != animation->getChannels().end();
it++)
{
std::string targetName = (*it)->getTargetName();
if (targetName == T::getName())
{
AnimationUpdateCallbackBase* a = this;
a->link((*it).get());
nbLinks++;
}
}
return nbLinks;
}
void updateLink()
{
if (_manager.valid())
{
if (needLink())
{
/** this item is not linked yet then we do it for all animation
registered in the manager.
Maybe this function should be on the manager side like
_manager->linkItem(Bone);
*/
const AnimationList& animationList = _manager->getAnimationList();
for (AnimationList::const_iterator it = animationList.begin(); it != animationList.end(); it++)
{
AnimationUpdateCallbackBase* a = this;
a->link(it->get());
}
_manager->buildTargetReference();
}
}
}
};
class OSGANIMATION_EXPORT UpdateTransform : public AnimationUpdateCallback<osg::NodeCallback>
{
protected:
osg::ref_ptr<osgAnimation::Vec3Target> _euler;
osg::ref_ptr<osgAnimation::Vec3Target> _position;
osg::ref_ptr<osgAnimation::Vec3Target> _scale;
public:
META_Object(osgAnimation, UpdateTransform);
UpdateTransform(const std::string& name = "");
UpdateTransform(const UpdateTransform& apc,const osg::CopyOp& copyop);
/** Callback method called by the NodeVisitor when visiting a node.*/
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
void update(osg::MatrixTransform& mat);
void update(osg::PositionAttitudeTransform& pat);
bool needLink() const;
bool link(osgAnimation::Channel* channel);
};
class OSGANIMATION_EXPORT UpdateMaterial : public AnimationUpdateCallback<osg::StateAttribute::Callback>
{
protected:
osg::ref_ptr<osgAnimation::Vec4Target> _diffuse;
public:
META_Object(osgAnimation, UpdateMaterial);
UpdateMaterial(const std::string& name = "");
UpdateMaterial(const UpdateMaterial& apc,const osg::CopyOp& copyop);
/** Callback method called by the NodeVisitor when visiting a node.*/
virtual void operator () (osg::StateAttribute*, osg::NodeVisitor*);
void update(osg::Material& material);
bool needLink() const;
bool link(osgAnimation::Channel* channel);
};
}
#endif