OSG::Action::ResultE initAnimationsEnterFunc(OSG::Node *node) { OSG::Action::ResultE retVal = OSG::Action::Continue; OSG::GlobalsAttachment *globals = dynamic_cast<OSG::GlobalsAttachment *>( node->findAttachment(OSG::GlobalsAttachment::getClassType())); if(globals == NULL) return retVal; OSG::GlobalsAttachment::MFElementsType::const_iterator eIt = globals->getMFElements()->begin(); OSG::GlobalsAttachment::MFElementsType::const_iterator eEnd = globals->getMFElements()->end (); for(; eIt != eEnd; ++eIt) { OSG::AnimTemplate *animTmpl = dynamic_cast<OSG::AnimTemplate *>(*eIt); if(animTmpl == NULL) continue; for(OSG::UInt32 i = 0; i < animNames.size(); ++i) { if(animNames[i] == animTmpl->getName()) { FLOG(("instantiating anim %s\n", animNames[i].c_str())); g->anims [i] = animTmpl->instantiate(node); g->anims [i]->setWeight(0.f); g->animState[i] = AnimOff; } } } return retVal; }
void processAnim(OSG::Node *node) { OSG::commitChangesAndClear(); // register AnimBindAction callbacks -- temporarily done here OSG::AnimBindAction::registerEnterDefault( OSG::ComponentTransform::getClassType(), &OSG::bindEnterDefault ); OSG::AnimBindAction::registerEnterDefault( OSG::Transform::getClassType(), &OSG::bindEnterDefault ); OSG::GlobalsAttachment *ga = dynamic_cast<OSG::GlobalsAttachment *>( node->findAttachment(OSG::GlobalsAttachment::getClassType())); if(ga == NULL) { std::cerr << "WARNING: processAnim: no GlobalsAttachment found" << std::endl; return; } OSG::GlobalsAttachment::MFElementsType::const_iterator eIt = ga->getMFElements()->begin(); OSG::GlobalsAttachment::MFElementsType::const_iterator eEnd = ga->getMFElements()->end (); for(; eIt != eEnd; ++eIt) { OSG::AnimKeyFrameTemplate *animTmpl = dynamic_cast<OSG::AnimKeyFrameTemplate *>(*eIt); if(animTmpl == NULL) continue; std::cout << "instantiating anim template [" << animTmpl->getName() << "] with [" << animTmpl->getMFSources()->size() << "] sources [" << animTmpl->getMFTargetIds()->size() << "] targetIds" << std::endl; AnimInfo ai; ai.on = false; ai.anim = animTmpl->instantiate(node); ai.anim->setEnabled(false); anims.push_back(ai); } }