Added a AnimationPathCallback which can update both a MatrixTransform and a

PositionAttitudeTransform, removed the equivialnt callbacks once found in these
transform classes.

Changed the NodeCallback class so its derived from osg::Object instead of
osg::Referenced to allow it to be saved out in the .osg format.

Added support for Update and Cull callbacks into the .osg file format.

Added support for AnimationPathCallback into the .osg file format.
This commit is contained in:
Robert Osfield
2003-01-02 20:10:04 +00:00
parent 6ee563ad55
commit fe64942c54
21 changed files with 296 additions and 322 deletions

View File

@@ -7,6 +7,7 @@
#include <osg/Matrix>
#include <osg/Quat>
#include <osg/NodeVisitor>
#include <map>
@@ -131,6 +132,61 @@ class SG_EXPORT AnimationPath : public virtual osg::Object
};
class SG_EXPORT AnimationPathCallback : public NodeCallback, public NodeVisitor
{
public:
AnimationPathCallback():
_timeOffset(0.0),
_timeMultiplier(1.0),
_firstTime(0.0),
_animationTime(0.0) {}
AnimationPathCallback(const AnimationPathCallback& apc,const CopyOp& copyop):
NodeCallback(apc,copyop),
_animationPath(apc._animationPath),
_timeOffset(apc._timeOffset),
_timeMultiplier(apc._timeMultiplier),
_firstTime(apc._firstTime),
_animationTime(apc._animationTime) {}
META_Object(osg,AnimationPathCallback)
AnimationPathCallback(AnimationPath* ap,double timeOffset=0.0f,double timeMultiplier=1.0f):
_animationPath(ap),
_timeOffset(timeOffset),
_timeMultiplier(timeMultiplier),
_firstTime(0.0),
_animationTime(0.0) {}
void setAnimationPath(AnimationPath* path) { _animationPath = path; }
AnimationPath* getAnimationPath() { return _animationPath.get(); }
const AnimationPath* getAnimationPath() const { return _animationPath.get(); }
/** implements the callback*/
virtual void operator()(Node* node, NodeVisitor* nv);
virtual void apply(MatrixTransform& mt);
virtual void apply(PositionAttitudeTransform& pat);
public:
ref_ptr<AnimationPath> _animationPath;
double _timeOffset;
double _timeMultiplier;
double _firstTime;
mutable double _animationTime;
};
}
#endif