OSG 自定义数据类型 关键帧动画

时间:2024-09-16 18:37:50

OSG 自定义数据类型 关键帧动画

转自:http://blog.****.net/zhuyingqingfen/article/details/12651017

/*
1.创建一个AnimManager一般继承于osg::NodeCallback
2.在AnimManager中创建一个采样器sampler(例如Vec3LinearSampler,有各种sammpler)
3. sammpler 配置了各种Interpolator(插值器,如Vec3LinearInterpolator)
4.sampler 中有KeyframeContainer(关键帧容器,如Vec3KeyframeContainer)
5.向keyframeContainer中插入对应的关键帧(如Vec3Keyframe 关键帧中包含时间戳和对应的数据类型(如Vec3));
6.取值 sampler->getValueAt(time t,p1) t 为时间,p1为对应的数据类型如Vec3,当时间超出sampler的结束时间,或取值永远是最后一帧。
7.取出的p1 用到你想用的地方。
*/ #include <iostream>
#include <osg/io_utils>
#include <osg/Geometry>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgAnimation/Sampler> class MyNode
{
public:
MyNode(std::string f,float x,float y,float z)
{
id = f;
_v = osg::Vec3(x,y,z);
}
MyNode(){ id = "";}
MyNode( const MyNode&no)
{
id = no.id;
_v = no._v; }
MyNode & operator = (const MyNode&no)
{
id = no.id;
_v = no._v; return *this;
}
const MyNode operator * (float v) const //不能返回引用,因为no是临时对象
{
MyNode no;
no.id = id;
no._v = _v*v;
return no;
}
inline float operator * (const MyNode rhs) const
{
return _v*rhs._v;
} inline MyNode operator + (const MyNode & rhs) const//不能返回引用,因为no是临时对象
{
MyNode no;
no.id = id;
no._v = _v+rhs._v;
return no;
}
std::string id;
osg::Vec3 _v;
};
typedef osgAnimation::TemplateKeyframe<MyNode> MyNodeKeyframe;
typedef osgAnimation::TemplateKeyframeContainer<MyNode> MyNodeKeyframeContainer;
typedef osgAnimation::TemplateLinearInterpolator<MyNode, MyNode> MyNodeLinearInterpolator;
typedef osgAnimation::TemplateSampler<MyNodeLinearInterpolator> MyNodeLinearSampler; class AnimManager : public osg::NodeCallback
{
public: AnimManager()
{
_sampler = new MyNodeLinearSampler;
_playing = false;
_lastUpdate = 0; }
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR &&
nv->getFrameStamp() &&
nv->getFrameStamp()->getFrameNumber() != _lastUpdate)
{ _lastUpdate = nv->getFrameStamp()->getFrameNumber(); _currentTime = osg::Timer::instance()->tick(); if (_playing && _sampler.get() && _sampler->getKeyframeContainer())
{
osg::MatrixTransform* transform = dynamic_cast<osg::MatrixTransform*>(node);
if (transform) {
osg::Vec3 result;
float t = osg::Timer::instance()->delta_s(_startTime, _currentTime);
//float duration = _sampler->getEndTime() - _sampler->getStartTime();
//t = fmod(t, duration);//循环 if(t> _sampler->getEndTime())
{
stop();
} MyNode no; _sampler->getValueAt(t, no );
result = no._v; std::cout<<no.id<<" "<<result.x()<<" "<<result.y()<<" "<<result.z()<<std::endl;
transform->setMatrix(osg::Matrix::translate(result));
}
}
} traverse(node,nv);
} void start() { _startTime = osg::Timer::instance()->tick(); _currentTime = _startTime; _playing = true;}
void stop() { _currentTime = _startTime; _playing = false;} osg::ref_ptr<MyNodeLinearSampler> _sampler;
osg::Timer_t _startTime;
osg::Timer_t _currentTime;
bool _playing;
unsigned int _lastUpdate;
};
osg::MatrixTransform* setupAnimtkNode(osg::Geode* staticGeode)
{
osg::MatrixTransform* node = new osg::MatrixTransform(); AnimManager* callback = new AnimManager();
MyNodeKeyframeContainer* keys = callback->_sampler->getOrCreateKeyframeContainer(); keys->push_back( MyNodeKeyframe(0.0,MyNode("A",1,0,0)));
keys->push_back( MyNodeKeyframe(1.0,MyNode("B",5,0,9)));
keys->push_back( MyNodeKeyframe(2.0,MyNode("C",1,8,0)));
keys->push_back( MyNodeKeyframe(3.0,MyNode("D",1,8,-5))); callback->start();
node->setUpdateCallback(callback); osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 2))); node->addChild(geode); return node;
} int main(int argc, char** argv)
{
osg::ArgumentParser arguments(&argc, argv);
osgViewer::Viewer viewer(arguments); osgGA::TrackballManipulator* tbm = new osgGA::TrackballManipulator(); viewer.setCameraManipulator(tbm); viewer.addEventHandler(new osgViewer::StatsHandler());
viewer.addEventHandler(new osgViewer::WindowSizeHandler()); osg::Group* root = new osg::Group();
osg::Geode* geode = new osg::Geode(); root->setInitialBound(osg::BoundingSphere(osg::Vec3(10,0,20), 50));
root->addChild(setupAnimtkNode(geode));
root->addChild(geode); viewer.setSceneData(root);
return viewer.run();
}