Exemple #1
0
 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);
 }
Exemple #2
0
    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);
    }