Re: [osg-users] play animation backwards?

2012-08-23 Thread Robert Osfield
Hi Thilo,

On 18 August 2012 20:42, Thilo Weigel thilo.wei...@atrics.de wrote:
 I locally changed Animation::update() to be virtual and inherited my own 
 animation class with special backwards animation code in the update() 
 function.

 Would it be possible to make Animation::update() virtual in future osg 
 releases? Or is my approach rather discouraged?

I'm not the author of this code so like yourself will have to read the
code and make a decision about it, without this review I can't say
whether changing Animation::update to virtual will present any issues.
 I would suggest that you modify the code and then post it to
osg-submissions so that I or Cedric Pinson (osgAnimation author) can
review the change with a view to merging it with OSG trunk if
appropriate.

Robert.
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Re: [osg-users] play animation backwards?

2012-08-18 Thread Thilo Weigel
Hi,

I locally changed Animation::update() to be virtual and inherited my own 
animation class with special backwards animation code in the update() 
function.

Would it be possible to make Animation::update() virtual in future osg 
releases? Or is my approach rather discouraged?

Thank you!

Cheers,
Thilo

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Re: [osg-users] play animation backwards?

2012-07-03 Thread Thilo Weigel
Hi Paul,

Thank your for your suggestion. Decrementing the simulation time in 
Viewer::frame() would probably allow to play one animation backwards. But I 
would be stuck if I wanted to play two different animations at the same time, 
one being played backwards and one in the normal direction?

Cheers,
Thilo

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[osg-users] play animation backwards?

2012-07-02 Thread Thilo Weigel
Hi,
Unfortunately I couldnt figure out how to play a given animation 
backwards. The animation is part of a model read from an osgt file. 
Looking at osgAnimation/Animation.cpp it would be straightforward to add 
an additional switch case to Animation::update()

case ONCE_BACKWARDS:
 t = _originalDuration - t;
 if (t  0)
 return false;

However, I wonder if there is an obvious way to achieve the same without 
having to modify the file Animation.cpp ?

Thank you for any hints!

Cheers,

Thilo
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Re: [osg-users] play animation backwards?

2012-07-02 Thread Paul Martz
Did you try decrementing the simulation time in your call to Viewer::frame()? 
I'm not familiar with osgAnimation internals, but other animations in oSG, such 
as osg AnimationPath, osgSim animated light points, and osgParticle simulations, 
are all based on the simulation time. It would be very odd if osgAnimation 
didn't work the same way.

   -Paul


On 7/2/2012 9:09 AM, Thilo Weigel wrote:

Hi,

Unfortunately I couldn't figure out how to play a given animation backwards. The
animation is part of a model read from an osgt file. Looking at
osgAnimation/Animation.cpp it would be straightforward to add an additional
switch case to Animation::update()

case ONCE_BACKWARDS:
   t = _originalDuration - t;
   if (t  0)
 return false;

However, I wonder if there is an obvious way to achieve the same without having
to modify the file Animation.cpp ?

Thank you for any hints!

Cheers,

Thilo


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Re: [osg-users] play animation backwards?

2012-07-02 Thread Sergey Polischuk
Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last frameanimationPathCallback-setTimeMultiplier(-1.0);animationPathCallback-setTimeOffset(animationTime); Cheers,Sergey.02.07.2012, 19:09, "Thilo Weigel" thilo.wei...@web.de:Hi, Unfortunately I couldn't figure out how to play a given animation backwards. The animation is part of a model read from an osgt file. Looking at osgAnimation/Animation.cpp it would be straightforward to add an additional switch case to Animation::update()  case ONCE_BACKWARDS:   t = _originalDuration - t;   if (t  0)     return false;  However, I wonder if there is an obvious way to achieve the same without having to modify the file Animation.cpp ?  Thank you for any hints!  Cheers,  Thilo   Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App für iPhone und Android.   https://produkte.web.de/freemail_mobile_startseite/___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] play animation backwards?

2012-07-02 Thread Sergey Polischuk
Ouch, for some reason i thought you were using osg::AnimationPath animation. Cant say anything about osgAnimation. 02.07.2012, 19:56, "Sergey Polischuk" pol...@yandex.ru:Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last frameanimationPathCallback-setTimeMultiplier(-1.0);animationPathCallback-setTimeOffset(animationTime); Cheers,Sergey.02.07.2012, 19:09, "Thilo Weigel" thilo.wei...@web.de:Hi,Unfortunately I couldn't figure out how to play a given animation backwards. The animation is part of a model read from an osgt file. Looking at osgAnimation/Animation.cpp it would be straightforward to add an additional switch case to Animation::update()  case ONCE_BACKWARDS:   t = _originalDuration - t;   if (t  0)     return false;  However, I wonder if there is an obvious way to achieve the same without having to modify the file Animation.cpp ?  Thank you for any hints!  Cheers,  Thilo  Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App für iPhone und Android.   https://produkte.web.de/freemail_mobile_startseite/___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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