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] 
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/*  -*-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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