Hi, Look to the TimelineAnimationManager, and the examples about osgAnimation.
Cedric On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote: > Hello, > > > What about using isPlaying() method of your current animation ? does > it fulfill your needs ? > > > cheers > -- > Mohamed ALJI > Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA > (Institut Polytechnique de Bordeaux - IPB) > Webmaster bénévole de l'association L'eau du désert: > www.l-eau-du-desert.com > > > > 2011/3/3 Thomas Hogarth <thomas.hoga...@gmail.com> > Hi Adrien > > I've never actually done this but I have thought about it as > I'll need it eventually. > > I think your best bet is to look at void > BasicAnimationManager::update (double time), that is where an > animation is played through and were you can detect that an > animation is finished. Perhaps you could attach your own > simple callback object as the user data for your animations. > Then inplement your own Animation manager and call the > callback object when an animation with one as it's user data > finishes. > > Let me know how you get on as this would be a useful feature. > > Cheers > Tom > > ------------------ > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=37269#37269 > > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net
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