/usr/include/osg/AnimationPath is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* 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.
*/
#ifndef OSG_ANIMATIONPATH
#define OSG_ANIMATIONPATH 1
#include <map>
#include <istream>
#include <float.h>
#include <osg/Matrixf>
#include <osg/Matrixd>
#include <osg/Quat>
#include <osg/Callback>
namespace osg {
/** AnimationPath encapsulates a time varying transformation pathway. Can be
* used for updating camera position and model object position.
* AnimationPathCallback can be attached directly to Transform nodes to
* move subgraphs around the scene.
*/
class OSG_EXPORT AnimationPath : public virtual osg::Object
{
public:
AnimationPath():_loopMode(LOOP) {}
AnimationPath(const AnimationPath& ap, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Object(ap,copyop),
_timeControlPointMap(ap._timeControlPointMap),
_loopMode(ap._loopMode) {}
META_Object(osg,AnimationPath);
class ControlPoint
{
public:
ControlPoint():
_scale(1.0,1.0,1.0) {}
ControlPoint(const osg::Vec3d& position):
_position(position),
_rotation(),
_scale(1.0,1.0,1.0) {}
ControlPoint(const osg::Vec3d& position, const osg::Quat& rotation):
_position(position),
_rotation(rotation),
_scale(1.0,1.0,1.0) {}
ControlPoint(const osg::Vec3d& position, const osg::Quat& rotation, const osg::Vec3d& scale):
_position(position),
_rotation(rotation),
_scale(scale) {}
void setPosition(const osg::Vec3d& position) { _position = position; }
const osg::Vec3d& getPosition() const { return _position; }
void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
const osg::Quat& getRotation() const { return _rotation; }
void setScale(const osg::Vec3d& scale) { _scale = scale; }
const osg::Vec3d& getScale() const { return _scale; }
inline void interpolate(float ratio,const ControlPoint& first, const ControlPoint& second)
{
float one_minus_ratio = 1.0f-ratio;
_position = first._position*one_minus_ratio + second._position*ratio;
_rotation.slerp(ratio,first._rotation,second._rotation);
_scale = first._scale*one_minus_ratio + second._scale*ratio;
}
inline void interpolate(double ratio,const ControlPoint& first, const ControlPoint& second)
{
double one_minus_ratio = 1.0-ratio;
_position = first._position*one_minus_ratio + second._position*ratio;
_rotation.slerp(ratio,first._rotation,second._rotation);
_scale = first._scale*one_minus_ratio + second._scale*ratio;
}
inline void getMatrix(Matrixf& matrix) const
{
matrix.makeRotate(_rotation);
matrix.preMultScale(_scale);
matrix.postMultTranslate(_position);
}
inline void getMatrix(Matrixd& matrix) const
{
matrix.makeRotate(_rotation);
matrix.preMultScale(_scale);
matrix.postMultTranslate(_position);
}
inline void getInverse(Matrixf& matrix) const
{
matrix.makeRotate(_rotation.inverse());
matrix.postMultScale(osg::Vec3d(1.0/_scale.x(),1.0/_scale.y(),1.0/_scale.z()));
matrix.preMultTranslate(-_position);
}
inline void getInverse(Matrixd& matrix) const
{
matrix.makeRotate(_rotation.inverse());
matrix.postMultScale(osg::Vec3d(1.0/_scale.x(),1.0/_scale.y(),1.0/_scale.z()));
matrix.preMultTranslate(-_position);
}
protected:
osg::Vec3d _position;
osg::Quat _rotation;
osg::Vec3d _scale;
};
/** Given a specific time, return the transformation matrix for a point. */
bool getMatrix(double time,Matrixf& matrix) const
{
ControlPoint cp;
if (!getInterpolatedControlPoint(time,cp)) return false;
cp.getMatrix(matrix);
return true;
}
/** Given a specific time, return the transformation matrix for a point. */
bool getMatrix(double time,Matrixd& matrix) const
{
ControlPoint cp;
if (!getInterpolatedControlPoint(time,cp)) return false;
cp.getMatrix(matrix);
return true;
}
/** Given a specific time, return the inverse transformation matrix for a point. */
bool getInverse(double time,Matrixf& matrix) const
{
ControlPoint cp;
if (!getInterpolatedControlPoint(time,cp)) return false;
cp.getInverse(matrix);
return true;
}
bool getInverse(double time,Matrixd& matrix) const
{
ControlPoint cp;
if (!getInterpolatedControlPoint(time,cp)) return false;
cp.getInverse(matrix);
return true;
}
/** Given a specific time, return the local ControlPoint frame for a point. */
virtual bool getInterpolatedControlPoint(double time,ControlPoint& controlPoint) const;
/** Insert a control point into the AnimationPath.*/
void insert(double time,const ControlPoint& controlPoint);
double getFirstTime() const { if (!_timeControlPointMap.empty()) return _timeControlPointMap.begin()->first; else return 0.0;}
double getLastTime() const { if (!_timeControlPointMap.empty()) return _timeControlPointMap.rbegin()->first; else return 0.0;}
double getPeriod() const { return getLastTime()-getFirstTime();}
enum LoopMode
{
SWING,
LOOP,
NO_LOOPING
};
void setLoopMode(LoopMode lm) { _loopMode = lm; }
LoopMode getLoopMode() const { return _loopMode; }
typedef std::map<double,ControlPoint> TimeControlPointMap;
void setTimeControlPointMap(TimeControlPointMap& tcpm) { _timeControlPointMap=tcpm; }
TimeControlPointMap& getTimeControlPointMap() { return _timeControlPointMap; }
const TimeControlPointMap& getTimeControlPointMap() const { return _timeControlPointMap; }
bool empty() const { return _timeControlPointMap.empty(); }
void clear() { _timeControlPointMap.clear(); }
/** Read the animation path from a flat ASCII file stream. */
void read(std::istream& in);
/** Write the animation path to a flat ASCII file stream. */
void write(std::ostream& out) const;
/** Write the control point to a flat ASCII file stream. */
void write(TimeControlPointMap::const_iterator itr, std::ostream& out) const;
protected:
virtual ~AnimationPath() {}
TimeControlPointMap _timeControlPointMap;
LoopMode _loopMode;
};
class OSG_EXPORT AnimationPathCallback : public NodeCallback
{
public:
AnimationPathCallback():
_pivotPoint(0.0,0.0,0.0),
_useInverseMatrix(false),
_timeOffset(0.0),
_timeMultiplier(1.0),
_firstTime(DBL_MAX),
_latestTime(0.0),
_pause(false),
_pauseTime(0.0) {}
AnimationPathCallback(const AnimationPathCallback& apc,const CopyOp& copyop):
NodeCallback(apc,copyop),
_animationPath(apc._animationPath),
_pivotPoint(apc._pivotPoint),
_useInverseMatrix(apc._useInverseMatrix),
_timeOffset(apc._timeOffset),
_timeMultiplier(apc._timeMultiplier),
_firstTime(apc._firstTime),
_latestTime(apc._latestTime),
_pause(apc._pause),
_pauseTime(apc._pauseTime) {}
META_Object(osg,AnimationPathCallback);
/** Construct an AnimationPathCallback with a specified animation path.*/
AnimationPathCallback(AnimationPath* ap,double timeOffset=0.0,double timeMultiplier=1.0):
_animationPath(ap),
_pivotPoint(0.0,0.0,0.0),
_useInverseMatrix(false),
_timeOffset(timeOffset),
_timeMultiplier(timeMultiplier),
_firstTime(DBL_MAX),
_latestTime(0.0),
_pause(false),
_pauseTime(0.0) {}
/** Construct an AnimationPathCallback and automatically create an animation path to produce a rotation about a point.*/
AnimationPathCallback(const osg::Vec3d& pivot,const osg::Vec3d& axis,float angularVelocity);
void setAnimationPath(AnimationPath* path) { _animationPath = path; }
AnimationPath* getAnimationPath() { return _animationPath.get(); }
const AnimationPath* getAnimationPath() const { return _animationPath.get(); }
inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; }
inline const Vec3d& getPivotPoint() const { return _pivotPoint; }
void setUseInverseMatrix(bool useInverseMatrix) { _useInverseMatrix = useInverseMatrix; }
bool getUseInverseMatrix() const { return _useInverseMatrix; }
void setTimeOffset(double offset) { _timeOffset = offset; }
double getTimeOffset() const { return _timeOffset; }
void setTimeMultiplier(double multiplier) { _timeMultiplier = multiplier; }
double getTimeMultiplier() const { return _timeMultiplier; }
virtual void reset();
void setPause(bool pause);
bool getPause() const { return _pause; }
/** Get the animation time that is used to specify the position along
* the AnimationPath. Animation time is computed from the formula:
* ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier.*/
virtual double getAnimationTime() const;
/** Implements the callback. */
virtual void operator()(Node* node, NodeVisitor* nv);
void update(osg::Node& node);
public:
ref_ptr<AnimationPath> _animationPath;
osg::Vec3d _pivotPoint;
bool _useInverseMatrix;
double _timeOffset;
double _timeMultiplier;
double _firstTime;
double _latestTime;
bool _pause;
double _pauseTime;
protected:
~AnimationPathCallback(){}
};
}
#endif
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