8454d414a8
* Refactore of RigGeometry to support hardware skinning * Refactore of Timeline to split Action in differents files * Add example how to use hardware skinning
118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2009 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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#ifndef OSGANIMATION_ACTIONVISITOR_H
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#define OSGANIMATION_ACTIONVISITOR_H
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#include <vector>
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#include <osgAnimation/Export>
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#include <osg/Referenced>
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#include <osgAnimation/FrameAction>
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namespace osgAnimation
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{
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class Timeline;
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class Action;
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class ActionBlendIn;
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class ActionBlendOut;
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class ActionAnimation;
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class ActionStripAnimation;
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#define META_ActionVisitor(library,name) \
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virtual const char* libraryName() const { return #library; }\
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virtual const char* className() const { return #name; }
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class OSGANIMATION_EXPORT ActionVisitor : public osg::Referenced
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{
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public:
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META_ActionVisitor(osgAnimation, ActionVisitor);
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ActionVisitor();
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void traverse(Action& visitor);
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void pushFrameActionOnStack(const FrameAction& fa);
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void popFrameAction();
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void pushTimelineOnStack(Timeline* tm);
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void popTimeline();
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Timeline* getCurrentTimeline();
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void setCurrentLayer(int layer) { _currentLayer = layer;}
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int getCurrentLayer() const { return _currentLayer; }
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const std::vector<FrameAction>& getStackedFrameAction() const { return _stackFrameAction; }
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virtual void apply(Action& action);
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virtual void apply(Timeline& tm);
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virtual void apply(ActionBlendIn& action);
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virtual void apply(ActionBlendOut& action);
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virtual void apply(ActionAnimation& action);
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virtual void apply(ActionStripAnimation& action);
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protected:
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std::vector<FrameAction> _stackFrameAction;
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std::vector<Timeline*> _stackTimeline;
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int _currentLayer;
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};
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class OSGANIMATION_EXPORT UpdateActionVisitor : public osgAnimation::ActionVisitor
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{
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protected:
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unsigned int _frame;
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unsigned int _currentAnimationPriority;
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public:
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META_ActionVisitor(osgAnimation, UpdateActionVisitor);
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UpdateActionVisitor();
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void setFrame(unsigned int frame) { _frame = frame;}
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bool isActive(Action& action) const;
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unsigned int getLocalFrame() const;
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void apply(Timeline& action);
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void apply(Action& action);
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void apply(ActionBlendIn& action);
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void apply(ActionBlendOut& action);
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void apply(ActionAnimation& action);
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void apply(ActionStripAnimation& action);
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};
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class OSGANIMATION_EXPORT ClearActionVisitor : public osgAnimation::ActionVisitor
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{
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public:
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enum ClearType {
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BEFORE_FRAME,
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AFTER_FRAME
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};
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META_ActionVisitor(osgAnimation, ClearActionVisitor);
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ClearActionVisitor(ClearType type = BEFORE_FRAME);
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void setFrame(unsigned int frame) { _frame = frame;}
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void apply(Timeline& action);
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void apply(Action& action);
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protected:
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unsigned int _frame;
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std::vector<osg::ref_ptr<Action> > _remove;
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ClearType _clearType;
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};
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}
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#endif
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