From Cedric Pinson, Add UpdateMaterial callback to animate material\nUpdate LinkVisitor to traverse stateset\nUpdate ReaderWriter to read osgAnimation::UpdateMaterial Callback\nUpdate nathan.osg data file to demonstrate the MaterialAnimation
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@@ -1,5 +1,5 @@
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
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* Copyright (C) 2008 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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@@ -18,63 +18,18 @@
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using namespace osgAnimation;
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osgAnimation::AnimationManagerBase* AnimationUpdateCallback::getAnimationManager() { return _manager.get(); }
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AnimationUpdateCallback::AnimationUpdateCallback(const AnimationUpdateCallback& apc,const osg::CopyOp& copyop):
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osg::NodeCallback(apc, copyop),
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_manager(apc._manager) {}
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int AnimationUpdateCallback::link(osgAnimation::Animation* animation)
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{
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if (getName().empty())
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osg::notify(osg::WARN) << "An update callback has no name, it means it can link only with \"\" named Target, often an error" << std::endl;
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int nbLinks = 0;
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for (osgAnimation::ChannelList::iterator it = animation->getChannels().begin();
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it != animation->getChannels().end();
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it++)
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{
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std::string targetName = (*it)->getTargetName();
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if (targetName == getName())
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{
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link((*it).get());
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nbLinks++;
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}
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}
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return nbLinks;
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}
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void AnimationUpdateCallback::updateLink()
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{
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if (_manager.valid())
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{
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if (needLink())
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{
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/** this item is not linked yet then we do it for all animation
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registered in the manager.
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Maybe this function should be on the manager side like
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_manager->linkItem(Bone);
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*/
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const AnimationList& animationList = _manager->getAnimationList();
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for (AnimationList::const_iterator it = animationList.begin(); it != animationList.end(); it++)
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link(it->get());
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_manager->buildTargetReference();
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}
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}
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}
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UpdateTransform::UpdateTransform(const UpdateTransform& apc,const osg::CopyOp& copyop)
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: osg::Object(apc, copyop),
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AnimationUpdateCallback(apc, copyop)
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AnimationUpdateCallback<osg::NodeCallback>(apc, copyop)
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{
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_euler = new osgAnimation::Vec3Target(apc._euler->getValue());
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_position = new osgAnimation::Vec3Target(apc._position->getValue());
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_scale = new osgAnimation::Vec3Target(apc._scale->getValue());
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}
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UpdateTransform::UpdateTransform(const std::string& name) : AnimationUpdateCallback(name)
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UpdateTransform::UpdateTransform(const std::string& name):
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AnimationUpdateCallback<osg::NodeCallback>(name)
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{
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_euler = new osgAnimation::Vec3Target;
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_position = new osgAnimation::Vec3Target;
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@@ -167,7 +122,65 @@ bool UpdateTransform::link(osgAnimation::Channel* channel)
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}
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else
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{
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std::cerr << "Channel " << channel->getName() << " does not contain a valid symbolic name for this class" << std::endl;
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osg::notify(osg::WARN) << "Channel " << channel->getName() << " does not contain a valid symbolic name for this class" << className() << std::endl;
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}
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return false;
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}
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UpdateMaterial::UpdateMaterial(const UpdateMaterial& apc,const osg::CopyOp& copyop)
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: osg::Object(apc, copyop),
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AnimationUpdateCallback<osg::StateAttribute::Callback>(apc, copyop)
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{
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_diffuse = new osgAnimation::Vec4Target(apc._diffuse->getValue());
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}
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UpdateMaterial::UpdateMaterial(const std::string& name):
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AnimationUpdateCallback<osg::StateAttribute::Callback>(name)
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{
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_diffuse = new osgAnimation::Vec4Target(osg::Vec4(1,1,1,1));
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}
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/** Callback method called by the NodeVisitor when visiting a node.*/
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void UpdateMaterial::operator()(osg::StateAttribute* sa, osg::NodeVisitor* nv)
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{
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if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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osg::Material* material = dynamic_cast<osg::Material*>(sa);
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if (material)
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update(*material);
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}
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}
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void UpdateMaterial::update(osg::Material& material)
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{
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osg::Vec4 diffuse = _diffuse->getValue();
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material.setDiffuse(osg::Material::FRONT_AND_BACK, diffuse);
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}
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bool UpdateMaterial::needLink() const
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{
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// the idea is to return true if nothing is linked
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return (_diffuse->getCount() < 2);
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}
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bool UpdateMaterial::link(osgAnimation::Channel* channel)
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{
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if (channel->getName().find("diffuse") != std::string::npos)
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{
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osgAnimation::Vec4LinearChannel* d = dynamic_cast<osgAnimation::Vec4LinearChannel*>(channel);
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if (d)
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{
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d->setTarget(_diffuse.get());
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return true;
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}
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}
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else
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{
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osg::notify(osg::WARN) << "Channel " << channel->getName() << " does not contain a valid symbolic name for this class " << className() << std::endl;
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}
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return false;
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}
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