Here the file without the virtual osg::Object
Cheers,
Cedric
Cedric Pinson wrote:
Hi Fabien,
Thanks for the fix, The virtual inherit from osg::Object was due some
previous test, it's not require.
Cheers,
Cedric
Fabien Lavignotte wrote:
Hi Robert and Cedric,
Here is some various small fixes i have done while playing with
osgAnimation. - Animation : removed the _name attribute that is
never used.
- BasicAnimationManager : fix a crash on Windows with the example
osganimationviewer. The _lastUpdate attribute was not initialized when
using copy constructor.
- CMakeLists.txt : add RigGeometry to the headers list
And just a small comment on the Animation class, it uses virtual
inheritance on osg::Object, is it really needed ?
Thanks,
Fabien Lavignotte
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net
/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <[email protected]>
*
* 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.
*/
#ifndef OSGANIMATION_ANIMATION_H
#define OSGANIMATION_ANIMATION_H
#include <osg/Object>
#include <osgAnimation/Export>
#include <osgAnimation/Channel>
#include <osg/ref_ptr>
#include <vector>
#include <map>
namespace osgAnimation
{
class OSGANIMATION_EXPORT Animation : public osg::Object
{
public:
META_Object(osgAnimation, Animation)
Animation() : _duration(0), _weight(0), _startTime(0), _playmode(LOOP)
{}
Animation(const osgAnimation::Animation& anim, const osg::CopyOp&);
enum PlayMode
{
ONCE,
STAY,
LOOP,
PPONG
};
// addChannel insert the channel and call the computeDuration function
void addChannel (Channel* pChannel);
/** Those accessors let you add and remove channels
* if you modify something that can change the duration
* you are supposed to call computeDuration or setDuration
*/
ChannelList& getChannels();
const ChannelList& getChannels() const;
/** Change the duration of animation
* then evaluate the animation in the range 0-duration
* it stretch the animation in time.
* see computeDuration too
*/
void setDuration(double duration);
/** Compute duration from channel and keyframes
* if the duration is not specified you should
* call this method before using it
*/
void computeDuration();
float getDuration() const;
void setWeight (float weight);
float getWeight() const;
bool update (float time);
void resetTargets();
void setPlaymode (PlayMode mode) { _playmode = mode; }
void setStartTime(float time) { _startTime = time;}
float getStartTime() const { return _startTime;}
protected:
double computeDurationFromChannels() const;
~Animation() {}
double _duration;
double _originalDuration;
float _weight;
float _startTime;
PlayMode _playmode;
ChannelList _channels;
};
typedef std::vector<osg::ref_ptr<osgAnimation::Animation> > AnimationList;
typedef std::map<std::string, osg::ref_ptr<osgAnimation::Animation> >
AnimationMap;
}
#endif
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