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C++ ref_ptr::getAnimationList方法代码示例

本文整理汇总了C++中osg::ref_ptr::getAnimationList方法的典型用法代码示例。如果您正苦于以下问题:C++ ref_ptr::getAnimationList方法的具体用法?C++ ref_ptr::getAnimationList怎么用?C++ ref_ptr::getAnimationList使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在osg::ref_ptr的用法示例。


在下文中一共展示了ref_ptr::getAnimationList方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: addChannel

void addChannel(
    osgAnimation::Channel* pChannel,
    osg::ref_ptr<osgAnimation::AnimationManagerBase>& pAnimManager,
    const char* pTakeName)
{
    if (!pChannel)
    {
        return;
    }

    if (!pAnimManager) pAnimManager = new osgAnimation::BasicAnimationManager;

    osgAnimation::Animation* pAnimation = 0;
    const osgAnimation::AnimationList& anims = pAnimManager->getAnimationList();
    for (size_t i = 0; i < anims.size(); ++i)
    {
        if (anims[i]->getName() == pTakeName)
        {
            pAnimation = anims[i].get();
        }
    }

    if (!pAnimation)
    {
        pAnimation = new osgAnimation::Animation;
        pAnimation->setName(pTakeName);
        pAnimManager->registerAnimation(pAnimation);
    }

    pAnimation->addChannel(pChannel);
}
开发者ID:BodyViz,项目名称:osg,代码行数:31,代码来源:fbxRMesh.cpp

示例2: ExampleTimelineUsage

    ExampleTimelineUsage(osgAnimation::TimelineAnimationManager* manager)
    {
        _releaseKey = false;
        _manager = manager;

        const osgAnimation::AnimationList& list = _manager->getAnimationList();
        osgAnimation::AnimationMap map;
        for (osgAnimation::AnimationList::const_iterator it = list.begin(); it != list.end(); it++)
            map[(*it)->getName()] = *it;

        _mainLoop = new osgAnimation::ActionStripAnimation(map["Idle_Main"].get(),0.0,0.0);
        _mainLoop->setLoop(0); // means forever

        _scratchHead = new osgAnimation::ActionStripAnimation(map["Idle_Head_Scratch.02"].get(),0.2,0.3);
        _scratchHead->setLoop(1); // one time

        map["Idle_Nose_Scratch.01"]->setDuration(10.0); // set this animation duration to 10 seconds
        _scratchNose = new osgAnimation::ActionStripAnimation(map["Idle_Nose_Scratch.01"].get(),0.2,0.3);
        _scratchNose->setLoop(1); // one time

        // add the main loop at priority 0 at time 0.
        
        osgAnimation::Timeline* tml = _manager->getTimeline();
        tml->play();
        tml->addActionAt(0.0, _mainLoop.get(), 0);


        // add a scratch head priority 1 at 3.0 second.
        tml->addActionAt(5.0, _scratchHead.get(), 1);

        // populate time with scratch head
        for (int i = 1; i < 20; i++)
        {
            // we add a scratch head priority 1 each 10 second
            // note:
            //      it's possible to add the same instance more then once on the timeline
            //      the only things you need to take care is if you remove it. It will remove
            //      all instance that exist on the timeline. If you need to differtiate
            //      it's better to create a new instance
            tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
        }

        // we will add the scratch nose action only when the player hit a key
        // in the operator()

        // now we will add callback at end and begin of animation of Idle_Nose_Scratch.02
        _scratchNose->setCallback(0.0, new NoseBegin);
        _scratchNose->setCallback(_scratchNose->getNumFrames()-1, new NoseEnd);
    }
开发者ID:BodyViz,项目名称:osg,代码行数:49,代码来源:osganimationtimeline.cpp


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