Futher improvements and fixes to osg::AnimationPath, and the osglight
demo to show it action.
This commit is contained in:
@@ -113,19 +113,6 @@ struct TransformCallback : public osg::Transform::ComputeTransformCallback
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}
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};
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struct BillboardCallback : public osg::Billboard::ComputeBillboardCallback
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{
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual const bool computeMatrix(osg::Matrix& modelview, const osg::Billboard* billboard, const osg::Vec3& eye_local, const osg::Vec3& pos_local) const
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{
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std::cout<<"ComputeBillboardCallback - pre billboard->computeMatrix"<<std::endl;
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bool result = billboard->computeMatrix(modelview,eye_local,pos_local);
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std::cout<<"ComputeBillboardCallback - post billboard->computeMatrix"<<std::endl;
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return result;
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}
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};
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struct DrawableAppCallback : public osg::Drawable::AppCallback
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{
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virtual void app(osg::NodeVisitor*, osg::Drawable* drawable)
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@@ -178,12 +165,6 @@ class InsertCallbacksVisitor : public osg::NodeVisitor
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}
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}
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virtual void apply(osg::Billboard& node)
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{
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node.setComputeBillboardCallback(new BillboardCallback());
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apply((osg::Geode&)node);
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}
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virtual void apply(osg::Transform& node)
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{
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node.setComputeTransformCallback(new TransformCallback());
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@@ -109,22 +109,22 @@ osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
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lightS2->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform();
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osg::MatrixTransform* mt = new osg::MatrixTransform();
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->insert(0.0,osg::AnimationPath::Key(bb.corner(0)));
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animationPath->insert(1.0,osg::AnimationPath::Key(bb.corner(1)));
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animationPath->insert(2.0,osg::AnimationPath::Key(bb.corner(2)));
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animationPath->insert(3.0,osg::AnimationPath::Key(bb.corner(3)));
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animationPath->insert(4.0,osg::AnimationPath::Key(bb.corner(4)));
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animationPath->insert(5.0,osg::AnimationPath::Key(bb.corner(5)));
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animationPath->insert(6.0,osg::AnimationPath::Key(bb.corner(6)));
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animationPath->insert(7.0,osg::AnimationPath::Key(bb.corner(7)));
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animationPath->insert(8.0,osg::AnimationPath::Key(bb.corner(0)));
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animationPath->insert(0.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
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animationPath->insert(1.0,osg::AnimationPath::ControlPoint(bb.corner(1)));
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animationPath->insert(2.0,osg::AnimationPath::ControlPoint(bb.corner(2)));
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animationPath->insert(3.0,osg::AnimationPath::ControlPoint(bb.corner(3)));
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animationPath->insert(4.0,osg::AnimationPath::ControlPoint(bb.corner(4)));
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animationPath->insert(5.0,osg::AnimationPath::ControlPoint(bb.corner(5)));
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animationPath->insert(6.0,osg::AnimationPath::ControlPoint(bb.corner(6)));
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animationPath->insert(7.0,osg::AnimationPath::ControlPoint(bb.corner(7)));
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animationPath->insert(8.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
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animationPath->setLoopMode(osg::AnimationPath::SWING);
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// attach it to the transform as an app callback.
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pat->setAppCallback(new osg::PositionAttitudeTransform::AnimationPathCallback(animationPath));
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mt->setAppCallback(new osg::MatrixTransform::AnimationPathCallback(animationPath));
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}
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// create marker for point light.
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@@ -144,12 +144,12 @@ osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
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osg::Geode* markerGeode = new osg::Geode;
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markerGeode->addDrawable(marker);
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pat->addChild(lightS2);
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pat->addChild(markerGeode);
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mt->addChild(lightS2);
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mt->addChild(markerGeode);
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lightGroup->addChild(lightS2);
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lightGroup->addChild(pat);
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lightGroup->addChild(mt);
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return lightGroup;
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}
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@@ -3,23 +3,50 @@
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using namespace osg;
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void AnimationPath::insert(double time,const Key& key)
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void AnimationPath::insert(double time,const ControlPoint& ControlPoint)
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{
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_timeKeyMap[time] = key;
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_timeControlPointMap[time] = ControlPoint;
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}
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bool AnimationPath::getMatrix(double time,Matrix& matrix) const
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bool AnimationPath::getInterpolatedControlPoint(double time,ControlPoint& controlPoint) const
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{
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if (_timeKeyMap.empty()) return false;
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TimeKeyMap::const_iterator second = _timeKeyMap.lower_bound(time);
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if (second==_timeKeyMap.begin())
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if (_timeControlPointMap.empty()) return false;
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switch(_loopMode)
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{
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second->second.getMatrix(matrix);
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case(SWING):
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{
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double modulated_time = (time - getFirstTime())/(getPeriod()*2.0);
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double fraction_part = modulated_time - floor(modulated_time);
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if (fraction_part>0.5) fraction_part = 1.0-fraction_part;
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time = (fraction_part*2.0) * getPeriod();
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break;
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}
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case(LOOP):
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{
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double modulated_time = (time - getFirstTime())/getPeriod();
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double fraction_part = modulated_time - floor(modulated_time);
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time = fraction_part * getPeriod();
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break;
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}
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case(NO_LOOPING):
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// no need to modulate the time.
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break;
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}
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else if (second!=_timeKeyMap.end())
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TimeControlPointMap::const_iterator second = _timeControlPointMap.lower_bound(time);
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if (second==_timeControlPointMap.begin())
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{
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TimeKeyMap::const_iterator first = second;
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controlPoint = second->second;
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}
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else if (second!=_timeControlPointMap.end())
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{
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TimeControlPointMap::const_iterator first = second;
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--first;
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// we have both a lower bound and the next item.
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@@ -28,92 +55,17 @@ bool AnimationPath::getMatrix(double time,Matrix& matrix) const
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double delta_time = second->first - first->first;
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if (delta_time==0.0)
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first->second.getMatrix(matrix);
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controlPoint = first->second;
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else
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{
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Key key;
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key.interpolate((time - first->first)/delta_time,
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first->second,
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second->second);
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key.getMatrix(matrix);
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}
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}
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else // (second==_timeKeyMap.end())
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{
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_timeKeyMap.rbegin().base()->second.getMatrix(matrix);
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}
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return true;
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}
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bool AnimationPath::getInverse(double time,Matrix& matrix) const
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{
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if (_timeKeyMap.empty()) return false;
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TimeKeyMap::const_iterator second = _timeKeyMap.lower_bound(time);
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if (second==_timeKeyMap.begin())
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{
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second->second.getInverse(matrix);
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}
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else if (second!=_timeKeyMap.end())
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{
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TimeKeyMap::const_iterator first = second;
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--first;
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// we have both a lower bound and the next item.
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// deta_time = second.time - first.time
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double delta_time = second->first - first->first;
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if (delta_time==0.0)
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first->second.getInverse(matrix);
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else
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{
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Key key;
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key.interpolate((time - first->first)/delta_time,
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first->second,
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second->second);
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key.getInverse(matrix);
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}
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}
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else // (second==_timeKeyMap.end())
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{
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_timeKeyMap.rbegin().base()->second.getInverse(matrix);
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}
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return true;
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}
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bool AnimationPath::getKeyFrame(double time,Key& key) const
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{
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if (_timeKeyMap.empty()) return false;
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TimeKeyMap::const_iterator second = _timeKeyMap.lower_bound(time);
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if (second==_timeKeyMap.begin())
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{
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key = second->second;
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}
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else if (second!=_timeKeyMap.end())
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{
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TimeKeyMap::const_iterator first = second;
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--first;
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// we have both a lower bound and the next item.
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// deta_time = second.time - first.time
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double delta_time = second->first - first->first;
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if (delta_time==0.0)
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key = first->second;
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else
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{
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key.interpolate((time - first->first)/delta_time,
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controlPoint.interpolate((time - first->first)/delta_time,
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first->second,
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second->second);
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}
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}
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else // (second==_timeKeyMap.end())
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else // (second==_timeControlPointMap.end())
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{
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key = _timeKeyMap.rbegin().base()->second;
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controlPoint = _timeControlPointMap.rbegin()->second;
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}
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return true;
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}
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@@ -21,7 +21,6 @@ Billboard::Billboard(const Billboard& billboard,const CopyOp& copyop):
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_axis(billboard._axis),
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_normal(billboard._normal),
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_positionList(billboard._positionList),
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_computeBillboardCallback(_computeBillboardCallback),
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_cachedMode(billboard._cachedMode),
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_side(billboard._side) {}
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@@ -30,3 +30,21 @@ MatrixTransform::MatrixTransform(const Matrix& mat )
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MatrixTransform::~MatrixTransform()
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{
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}
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void MatrixTransform::AnimationPathCallback::operator()(Node* node, NodeVisitor* nv)
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{
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MatrixTransform* mt = dynamic_cast<MatrixTransform*>(node);
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if (mt &&
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_animationPath.valid() &&
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nv->getVisitorType()==NodeVisitor::APP_VISITOR &&
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nv->getFrameStamp())
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{
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double time = nv->getFrameStamp()->getReferenceTime();
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if (_firstTime==0.0) _firstTime = time;
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Matrix matrix;
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if (_animationPath->getMatrix(time-_firstTime,matrix))
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{
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mt->setMatrix(matrix);
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}
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}
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}
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@@ -51,11 +51,11 @@ void PositionAttitudeTransform::AnimationPathCallback::operator()(Node* node, No
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{
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double time = nv->getFrameStamp()->getReferenceTime();
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if (_firstTime==0.0) _firstTime = time;
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AnimationPath::Key key;
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if (_animationPath->getKeyFrame(time-_firstTime,key))
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AnimationPath::ControlPoint cp;
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if (_animationPath->getInterpolatedControlPoint(time-_firstTime,cp))
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{
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pat->setPosition(key._position);
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pat->setAttitude(key._rotation);
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pat->setPosition(cp._position);
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pat->setAttitude(cp._rotation);
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}
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}
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}
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