Fixed a bug in the Optimizer where BIND_PER_PRIMITIVE_SET primitives where being eroneously merged.
Added missing support for reading geometry indices from the .osg format. Added handling of geometry indices into the primitive functor in osg::Geometry. Moved the method implementions of AnimationPathManipulator into src/osgGA and added extra convinience methods for setting the manipulator with an hand built AnimationPath. FCVS: VisualStudio/osgPlugins/iv/iv.dsp
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@@ -22,85 +22,32 @@ namespace osgGA{
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// px py pz = World position in catesian coordinates
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// ax ay az aw = Orientation (attitude) defined as a quaternion
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class AnimationPathManipulator : public osgGA::CameraManipulator
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class OSGGA_EXPORT AnimationPathManipulator : public CameraManipulator
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{
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public:
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AnimationPathManipulator( std::string filename )
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{
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_animationPath = new osg::AnimationPath;
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_animationPath->setLoopMode(osg::AnimationPath::LOOP);
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AnimationPathManipulator( osg::AnimationPath* animationPath=0 );
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FILE *fp = fopen( filename.c_str(), "r" );
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if( fp == NULL )
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{
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osg::notify(osg::WARN) << "AnimationPathManipulator: Cannot open animation path file \"" << filename << "\".\n";
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_valid = false;
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return;
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}
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while( !feof( fp ))
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{
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double time;
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osg::Vec3 position;
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osg::Quat rotation;
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fscanf( fp, "%lf %f %f %f %f %f %f %f\n",
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&time, &position[0], &position[1], &position[2],
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&rotation[0], &rotation[1], &rotation[2], &rotation[3] );
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AnimationPathManipulator( const std::string& filename );
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void setAnimationPath( osg::AnimationPath* animationPath ) { _animationPath=animationPath; }
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osg::AnimationPath* getAnimationPath() { return _animationPath.get(); }
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const osg::AnimationPath* getAnimationPath() const { return _animationPath.get(); }
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if( !feof(fp))
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_animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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}
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fclose(fp);
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_valid = true;
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}
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bool valid() const { return _animationPath.valid(); }
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bool valid() { return _valid; }
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us)
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{
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if( !_valid ) return false;
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us = us;
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bool retval = false;
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switch( ea.getEventType() )
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{
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case GUIEventAdapter::FRAME:
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handleFrame( ea.time() );
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break;
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case GUIEventAdapter::KEYBOARD:
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switch( ea.getKey())
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{
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default:
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retval = false;
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}
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break;
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}
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return retval;
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}
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virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
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private:
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bool _valid;
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void handleFrame( double time )
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{
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osg::AnimationPath::ControlPoint cp;
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_animationPath->getInterpolatedControlPoint( time, cp );
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void handleFrame( double time );
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osg::Matrix mat;
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cp.getMatrix( mat );
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osg::Vec3 eye(mat(3,0), mat(3,1), mat(3,2));
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mat(3,0) = 0.0;
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mat(3,1) = 0.0;
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mat(3,2) = 0.0;
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osg::Vec3 look = eye + (osg::Vec3(0,1,0) * mat);
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osg::Vec3 up = osg::Vec3(0,0,1) * mat;
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if( _camera.valid() )
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_camera->setView( eye, look, up );
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}
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osg::AnimationPath *_animationPath;
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osg::ref_ptr<osg::AnimationPath> _animationPath;
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};
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