/usr/share/openscenegraph/examples/osganimationsolid/osganimationsolid.cpp is in openscenegraph-examples 3.0.1-4.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 | /* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
*
* 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 <osg/Geometry>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgGA/TrackballManipulator>
#include <osg/MatrixTransform>
#include <osgAnimation/BasicAnimationManager>
#include <osgAnimation/Channel>
#include <osgAnimation/UpdateMatrixTransform>
#include <osgAnimation/StackedTranslateElement>
#include <osgAnimation/StackedRotateAxisElement>
using namespace osgAnimation;
osg::ref_ptr<osg::Geode> createAxis()
{
osg::ref_ptr<osg::Geode> geode (new osg::Geode());
osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry());
osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
vertices->push_back (osg::Vec3 ( 10.0, 0.0, 0.0));
vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
vertices->push_back (osg::Vec3 ( 0.0, 10.0, 0.0));
vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0));
vertices->push_back (osg::Vec3 ( 0.0, 0.0, 10.0));
geometry->setVertexArray (vertices.get());
osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f));
colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f));
colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f));
geometry->setColorArray (colors.get());
geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
geode->addDrawable( geometry.get() );
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
return geode;
}
int main (int argc, char* argv[])
{
osg::ArgumentParser arguments(&argc, argv);
osgViewer::Viewer viewer(arguments);
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
osg::Group* root = new osg::Group;
osg::ref_ptr<osg::Geode> axe = createAxis();
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.5)));
//Tranformation to be manipulated by the animation
osg::ref_ptr<osg::MatrixTransform> trans = new osg::MatrixTransform();
trans->setName("AnimatedNode");
//Dynamic object, has to be updated during update traversal
trans->setDataVariance(osg::Object::DYNAMIC);
//Animation callback for Matrix transforms, name is targetName for Channels
osgAnimation::UpdateMatrixTransform* updatecb = new osgAnimation::UpdateMatrixTransform("AnimatedCallback");
//add manipulator Stack, names must match with channel names
//elements are applied in LIFO order
//The first element modifies the position component of the matrix
//The second element modifies the rotation around x-axis
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("position"));
updatecb->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("euler",osg::Vec3(1,0,0),0));
//connect the UpdateMatrixTransform callback to the MatrixTRanform
trans->setUpdateCallback(updatecb);
//initialize MatrixTranform
trans->setMatrix(osg::Matrix::identity());
//append geometry node
trans->addChild (geode.get());
root->addChild (axe.get());
root->addChild (trans.get());
// Define a scheduler for our animations
osg::Group* grp = new osg::Group;
//add the animation manager to the scene graph to get it called during update traversals
osgAnimation::BasicAnimationManager* mng = new osgAnimation::BasicAnimationManager();
grp->setUpdateCallback(mng);
//add the rest of the scene to the grp node
grp->addChild(root);
// And we finaly define our channel for linear Vector interpolation
osgAnimation::Vec3LinearChannel* channelAnimation1 = new osgAnimation::Vec3LinearChannel;
//name of the AnimationUpdateCallback
channelAnimation1->setTargetName("AnimatedCallback");
//name of the StackedElementTransform for position modification
channelAnimation1->setName("position");
//Create keyframes for (in this case linear) interpolation of a osg::Vec3
channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0)));
channelAnimation1->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::Vec3Keyframe(2, osg::Vec3(1,1,0)));
osgAnimation::Animation* anim1 = new osgAnimation::Animation;
anim1->addChannel(channelAnimation1);
anim1->setPlayMode(osgAnimation::Animation::PPONG);
//define the channel for interpolation of a float angle value
osgAnimation::FloatLinearChannel* channelAnimation2 = new osgAnimation::FloatLinearChannel;
//name of the AnimationUpdateCallback
channelAnimation2->setTargetName("AnimatedCallback");
//name of the StackedElementTransform for position modification
channelAnimation2->setName("euler");
//Create keyframes for (in this case linear) interpolation of a osg::Vec3
channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(0, 0));
channelAnimation2->getOrCreateSampler()->getOrCreateKeyframeContainer()->push_back(osgAnimation::FloatKeyframe(1.5, 2*osg::PI));
osgAnimation::Animation* anim2 = new osgAnimation::Animation;
anim2->addChannel(channelAnimation2);
anim2->setPlayMode(osgAnimation::Animation::LOOP);
// We register all animation inside the scheduler
mng->registerAnimation(anim1);
mng->registerAnimation(anim2);
//start the animation
mng->playAnimation(anim1);
mng->playAnimation(anim2);
//set the grp-Group with the scene and the AnimationManager as viewer's scene data
viewer.setSceneData( grp );
return viewer.run();
}
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