Hi Robert,

I dont have the permission to commit this file so here the file on the
submissions queue.

It fixes crash without error messages if the example does find the
nathan.osg file

Cheers,
Cedric


-- 
+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.
*/

#include <iostream>
#include <osgDB/ReadFile>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>

#include <osgAnimation/Bone>
#include <osgAnimation/Skeleton>
#include <osgAnimation/RigGeometry>
#include <osgAnimation/Skinning>
#include <osgAnimation/Timeline>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/TimelineAnimationManager>


struct NoseBegin : public osgAnimation::Action::Callback
{
    virtual void operator()(osgAnimation::Action* action)
    {
        std::cout << "sacrebleu, it scratches my nose, let me scratch it" << std::endl;
        std::cout << "process NoseBegin call back " << action->getName() << std::endl << std::endl;
    }
};

struct NoseEnd : public osgAnimation::Action::Callback
{
    virtual void operator()(osgAnimation::Action* action)
    {
        std::cout << "shhhrt shrrrrt shhhhhhrrrrt, haaa it's better"<< std::endl;
        std::cout << "process NoseEnd call back " << action->getName() << std::endl << std::endl;
    }
};

struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
    osg::ref_ptr<osgAnimation::StripAnimation> _mainLoop;
    osg::ref_ptr<osgAnimation::StripAnimation> _scratchHead;
    osg::ref_ptr<osgAnimation::StripAnimation> _scratchNose;
    osg::ref_ptr<osgAnimation::TimelineAnimationManager> _manager;

    bool _releaseKey;

    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::StripAnimation(map["Idle_Main"].get(),0.0,0.0);
        _mainLoop->setLoop(0); // means forever

        _scratchHead = new osgAnimation::StripAnimation(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::StripAnimation(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);
    }

    bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
    {
        if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
        {
            _releaseKey = true;
        }
        return false;
    }

    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);
    }

};


int main (int argc, char* argv[])
{
    std::cerr << "This example works only with nathan.osg" << std::endl;

    osg::ArgumentParser psr(&argc, argv);

    osgViewer::Viewer viewer(psr);

    std::string file = "nathan.osg";
    if(argc >= 2) 
        file = psr[1];

    // replace the manager
    osg::Group* root = dynamic_cast<osg::Group*>(osgDB::readNodeFile(file));
    if (!root) {
        osg::notify(osg::FATAL) << "can't read file " << file << std::endl;
        return 1;
    }
    osgAnimation::AnimationManagerBase* animationManager = dynamic_cast<osgAnimation::AnimationManagerBase*>(root->getUpdateCallback());
    if(!animationManager) 
    {
        osg::notify(osg::FATAL) << "Did not find AnimationManagerBase updateCallback needed to animate elements" << std::endl;
        return 1;
    }

    osg::ref_ptr<osgAnimation::TimelineAnimationManager> tl = new osgAnimation::TimelineAnimationManager(*animationManager);
    root->setUpdateCallback(tl.get());
    
    ExampleTimelineUsage* callback = new ExampleTimelineUsage(tl.get());
    root->setEventCallback(callback);
    root->getUpdateCallback()->addNestedCallback(callback);
        


    // add the state manipulator
    viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
    
    // add the thread model handler
    viewer.addEventHandler(new osgViewer::ThreadingHandler);

    // add the window size toggle handler
    viewer.addEventHandler(new osgViewer::WindowSizeHandler);
        
    // add the stats handler
    viewer.addEventHandler(new osgViewer::StatsHandler);

    // add the help handler
    viewer.addEventHandler(new osgViewer::HelpHandler(psr.getApplicationUsage()));

    // add the LOD Scale handler
    viewer.addEventHandler(new osgViewer::LODScaleHandler);

    // add the screen capture handler
    viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);

    viewer.setSceneData(root);

    return viewer.run();
}


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