/usr/share/openscenegraph/examples/osganimationtimeline/osganimationtimeline.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 | /* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <iostream>
#include <osgDB/ReadFile>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgAnimation/Bone>
#include <osgAnimation/Skeleton>
#include <osgAnimation/RigGeometry>
#include <osgAnimation/Timeline>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/TimelineAnimationManager>
#include <osgAnimation/ActionStripAnimation>
#include <osgAnimation/ActionBlendIn>
#include <osgAnimation/ActionBlendOut>
#include <osgAnimation/ActionAnimation>
struct NoseBegin : public osgAnimation::Action::Callback
{
virtual void operator()(osgAnimation::Action* action, osgAnimation::ActionVisitor* nv)
{
std::cout << "sacrebleu, it scratches my nose, let me scratch it" << std::endl;
std::cout << "process NoseBegin call back " << action->getName() << std::endl << std::endl;
}
};
struct NoseEnd : public osgAnimation::Action::Callback
{
virtual void operator()(osgAnimation::Action* action, osgAnimation::ActionVisitor* nv)
{
std::cout << "shhhrt shrrrrt shhhhhhrrrrt, haaa it's better"<< std::endl;
std::cout << "process NoseEnd call back " << action->getName() << std::endl << std::endl;
}
};
struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
osg::ref_ptr<osgAnimation::ActionStripAnimation> _mainLoop;
osg::ref_ptr<osgAnimation::ActionStripAnimation> _scratchHead;
osg::ref_ptr<osgAnimation::ActionStripAnimation> _scratchNose;
osg::ref_ptr<osgAnimation::TimelineAnimationManager> _manager;
bool _releaseKey;
ExampleTimelineUsage(osgAnimation::TimelineAnimationManager* manager)
{
_releaseKey = false;
_manager = manager;
const osgAnimation::AnimationList& list = _manager->getAnimationList();
osgAnimation::AnimationMap map;
for (osgAnimation::AnimationList::const_iterator it = list.begin(); it != list.end(); it++)
map[(*it)->getName()] = *it;
_mainLoop = new osgAnimation::ActionStripAnimation(map["Idle_Main"].get(),0.0,0.0);
_mainLoop->setLoop(0); // means forever
_scratchHead = new osgAnimation::ActionStripAnimation(map["Idle_Head_Scratch.02"].get(),0.2,0.3);
_scratchHead->setLoop(1); // one time
map["Idle_Nose_Scratch.01"]->setDuration(10.0); // set this animation duration to 10 seconds
_scratchNose = new osgAnimation::ActionStripAnimation(map["Idle_Nose_Scratch.01"].get(),0.2,0.3);
_scratchNose->setLoop(1); // one time
// add the main loop at priority 0 at time 0.
osgAnimation::Timeline* tml = _manager->getTimeline();
tml->play();
tml->addActionAt(0.0, _mainLoop.get(), 0);
// add a scratch head priority 1 at 3.0 second.
tml->addActionAt(5.0, _scratchHead.get(), 1);
// populate time with scratch head
for (int i = 1; i < 20; i++)
{
// we add a scratch head priority 1 each 10 second
// note:
// it's possible to add the same instance more then once on the timeline
// the only things you need to take care is if you remove it. It will remove
// all instance that exist on the timeline. If you need to differtiate
// it's better to create a new instance
tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
}
// we will add the scratch nose action only when the player hit a key
// in the operator()
// now we will add callback at end and begin of animation of Idle_Nose_Scratch.02
_scratchNose->setCallback(0.0, new NoseBegin);
_scratchNose->setCallback(_scratchNose->getNumFrames()-1, new NoseEnd);
}
bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
{
if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
{
_releaseKey = true;
}
return false;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
if (_releaseKey) // we hit a key and release it execute an action
{
osgAnimation::Timeline* tml = _manager->getTimeline();
// dont play if already playing
if (!tml->isActive(_scratchNose.get()))
{
// add this animation on top of two other
// we add one to evaluate the animation at the next frame, else we
// will miss the current frame
tml->addActionAt(tml->getCurrentFrame() + 1, _scratchNose.get(), 2);
}
_releaseKey = false;
}
}
else
{
osgGA::EventVisitor* ev = dynamic_cast<osgGA::EventVisitor*>(nv);
if (ev && ev->getActionAdapter() && !ev->getEvents().empty())
{
for(osgGA::EventQueue::Events::iterator itr = ev->getEvents().begin();
itr != ev->getEvents().end();
++itr)
{
handleWithCheckAgainstIgnoreHandledEventsMask(*(*itr), *(ev->getActionAdapter()), node, nv);
}
}
}
traverse(node, nv);
}
};
int main (int argc, char* argv[])
{
std::cerr << "This example works only with nathan.osg" << std::endl;
osg::ArgumentParser psr(&argc, argv);
osgViewer::Viewer viewer(psr);
std::string file = "nathan.osg";
if(argc >= 2)
file = psr[1];
// replace the manager
osg::Group* root = dynamic_cast<osg::Group*>(osgDB::readNodeFile(file));
if (!root) {
osg::notify(osg::FATAL) << "can't read file " << file << std::endl;
return 1;
}
osgAnimation::AnimationManagerBase* animationManager = dynamic_cast<osgAnimation::AnimationManagerBase*>(root->getUpdateCallback());
if(!animationManager)
{
osg::notify(osg::FATAL) << "Did not find AnimationManagerBase updateCallback needed to animate elements" << std::endl;
return 1;
}
osg::ref_ptr<osgAnimation::TimelineAnimationManager> tl = new osgAnimation::TimelineAnimationManager(*animationManager);
root->setUpdateCallback(tl.get());
ExampleTimelineUsage* callback = new ExampleTimelineUsage(tl.get());
root->setEventCallback(callback);
root->getUpdateCallback()->addNestedCallback(callback);
// add the state manipulator
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
// add the thread model handler
viewer.addEventHandler(new osgViewer::ThreadingHandler);
// add the window size toggle handler
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
// add the help handler
viewer.addEventHandler(new osgViewer::HelpHandler(psr.getApplicationUsage()));
// add the LOD Scale handler
viewer.addEventHandler(new osgViewer::LODScaleHandler);
// add the screen capture handler
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);
viewer.setSceneData(root);
return viewer.run();
}
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