Hello,
Paul, when I stop the sim time then stop all animation. Or is it a wrong
guess?
Himar, I tried to change the NodeMask and the viewer did not draw the
node. I think all functions were ignored, but I would ignore the update
callback only.
I have an idea. Can I Copy the update callback to event callback and
after this I remove the udate callback. Now I can define a "event" to
run the event callback?
Cheers, Martin
Am 16.10.2009 08:59, schrieb Himar Carmona:
Hi,
Specifically, AnimationPathCallback has a setPause method.
More generally, you can control which nodes OSG updates (i.e.
visits during an updateTraversal) using node masks. Look at the
methods osg::NodeVisitor::setTraversalMask and validNodeMask for an
explanation about how it works. In short, visitors have a bit
mask (defaults to 0xFFFFFFFF) and nodes have a bit mask (defaults to
0xFFFFFFFF). If the bitwise "and" operation between them gives a
result other than 0, the node will be visited. If the result is 0, the
node will not be visited. (Really the node wil be visited but the
update callback will not be called). Node visitors has also a Node
mask override that allow you to "override" the node mask to force the
node to be visited ignoring its mask.
Hope this helps.
Himar.
2009/10/15 Paul Martz <[email protected]
<mailto:[email protected]>>
AnimationPath runs off of sim time, so if you mod your app to not
increment sim time, then the animation will not play.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com_/>
<http://www.skew-matrix.com/>
+1 303 859 9466
Martin Großer wrote:
Hello,
my short question is. When I have a Node with an
UpdateCallback function (maybe a animation), can I skip this
function?
Also my Problem is, I export a graph from 3D Max with an
animation. The animation is in a update callback function like
the following lines:
[...]
MatrixTransform {
DataVariance DYNAMIC
name "Kugel01"
nodeMask 0xff
cullingActive TRUE
UpdateCallbacks {
AnimationPathCallback {
DataVariance DYNAMIC
pivotPoint 0 0 0
timeOffset 0
timeMultiplier 1.0
AnimationPath {
DataVariance DYNAMIC
LoopMode LOOP
ControlPoints {
[...]
But I would not start the animation right at the beginning. I
think the viewer calls the update function (update visitor)
every frame. I want to start manually the animation. There are
an easy way?
Cheers,
Martin
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