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122 lines
3.8 KiB
122 lines
3.8 KiB
/* -*-c++-*- |
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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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* (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_TIMELINE |
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#define OSGANIMATION_TIMELINE 1 |
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#include <osgAnimation/Export> |
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#include <map> |
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#include <vector> |
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#include <osg/observer_ptr> |
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#include <osg/Notify> |
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#include <osg/Stats> |
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#include <osgAnimation/Action> |
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#include <osgAnimation/FrameAction> |
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#include <osgAnimation/AnimationManagerBase> |
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#include <osgAnimation/StatsVisitor> |
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namespace osgAnimation |
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{ |
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class OSGANIMATION_EXPORT Timeline : public Action |
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{ |
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public: |
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Timeline(); |
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Timeline(const Timeline& nc,const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY); |
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META_Action(osgAnimation, Timeline); |
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enum TimelineStatus |
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{ |
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Play, |
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Stop |
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}; |
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TimelineStatus getStatus() const { return _state; } |
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typedef std::vector<FrameAction> ActionList; |
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typedef std::map<int, ActionList> ActionLayers; |
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const ActionList& getActionLayer(int i) { return _actions[i];} |
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unsigned int getCurrentFrame() const { return _currentFrame;} |
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double getCurrentTime() const { return _currentFrame * 1.0 / _fps;} |
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void play() { _state = Play; } |
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void gotoFrame(unsigned int frame) { _currentFrame = frame; } |
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void stop() { _state = Stop; } |
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bool getEvaluating() const { return _evaluating;} |
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bool isActive(Action* activeAction); |
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void removeAction(Action* action); |
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virtual void addActionAt(unsigned int frame, Action* action, int priority = 0); |
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virtual void addActionAt(double t, Action* action, int priority = 0); |
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void addActionNow(Action* action, int priority = 0); |
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void clearActions(); |
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virtual void update(double simulationTime); |
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void setLastFrameEvaluated(unsigned int frame) { _previousFrameEvaluated = frame; } |
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void setEvaluating(bool state) { _evaluating = state;} |
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void traverse(ActionVisitor& visitor); |
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void setStats(osg::Stats* stats); |
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osg::Stats* getStats(); |
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void collectStats(bool state); |
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osgAnimation::StatsActionVisitor* getStatsVisitor(); |
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const ActionLayers& getActionLayers() const { return _actions; } |
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void processPendingOperation(); |
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void setAnimationManager(AnimationManagerBase*); |
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protected: |
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osg::observer_ptr<AnimationManagerBase> _animationManager; |
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ActionLayers _actions; |
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double _lastUpdate; |
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double _speed; |
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unsigned int _currentFrame; |
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unsigned int _previousFrameEvaluated; |
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bool _initFirstFrame; |
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TimelineStatus _state; |
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bool _collectStats; |
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osg::ref_ptr<osg::Stats> _stats; |
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osg::ref_ptr<osgAnimation::StatsActionVisitor> _statsVisitor; |
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// to manage pending operation |
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bool _evaluating; |
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struct Command |
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{ |
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Command():_priority(0) {} |
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Command(int priority, const FrameAction& action) : _priority(priority), _action(action) {} |
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int _priority; |
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FrameAction _action; |
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}; |
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typedef std::vector<Command> CommandList; |
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CommandList _addActionOperations; |
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ActionList _removeActionOperations; |
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void internalRemoveAction(Action* action); |
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void internalAddAction(int priority, const FrameAction& ftl); |
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}; |
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} |
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#endif
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