Changeset 10904
- Timestamp:
- 12/22/09 15:09:46 (3 years ago)
- Location:
- OpenSceneGraph/trunk
- Files:
-
- 1 removed
- 1 modified
-
include/osgAnimation/Skinning (deleted)
-
src/osgAnimation/Timeline.cpp (modified) (12 diffs)
Legend:
- Unmodified
- Added
- Removed
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OpenSceneGraph/trunk/src/osgAnimation/Timeline.cpp
r10878 r10904 20 20 21 21 22 osgAnimation::Timeline::Timeline()22 Timeline::Timeline() 23 23 { 24 24 _lastUpdate = 0; … … 36 36 } 37 37 38 osgAnimation::Timeline::Timeline(const Timeline& nc,const osg::CopyOp& op)38 Timeline::Timeline(const Timeline& nc,const osg::CopyOp& op) 39 39 : Action(nc, op), 40 40 _actions(nc._actions) … … 59 59 } 60 60 61 void osgAnimation::Timeline::traverse(ActionVisitor& visitor)61 void Timeline::traverse(ActionVisitor& visitor) 62 62 { 63 63 int layer = visitor.getCurrentLayer(); … … 80 80 81 81 82 void osgAnimation::Timeline::setStats(osg::Stats* stats) { _stats = stats;}83 osg::Stats* osgAnimation::Timeline::getStats() { return _stats.get();}84 void osgAnimation::Timeline::collectStats(bool state) { _collectStats = state;}85 osgAnimation::StatsActionVisitor* osgAnimation::Timeline::getStatsVisitor() { return _statsVisitor.get(); }86 87 void osgAnimation::Timeline::clearActions()82 void Timeline::setStats(osg::Stats* stats) { _stats = stats;} 83 osg::Stats* Timeline::getStats() { return _stats.get();} 84 void Timeline::collectStats(bool state) { _collectStats = state;} 85 StatsActionVisitor* Timeline::getStatsVisitor() { return _statsVisitor.get(); } 86 87 void Timeline::clearActions() 88 88 { 89 89 _actions.clear(); … … 92 92 } 93 93 94 void osgAnimation::Timeline::update(double simulationTime)94 void Timeline::update(double simulationTime) 95 95 { 96 96 // first time we call update we generate one frame … … 109 109 { 110 110 if (!_statsVisitor) 111 _statsVisitor = new osgAnimation::StatsActionVisitor();111 _statsVisitor = new StatsActionVisitor(); 112 112 _statsVisitor->setStats(_stats.get()); 113 113 _statsVisitor->setFrame(_currentFrame); … … 150 150 } 151 151 152 void osgAnimation::Timeline::removeAction(Action* action)152 void Timeline::removeAction(Action* action) 153 153 { 154 154 if (getEvaluating()) … … 158 158 } 159 159 160 void osgAnimation::Timeline::addActionAt(unsigned int frame, Action* action, int priority)160 void Timeline::addActionAt(unsigned int frame, Action* action, int priority) 161 161 { 162 162 // skip if this action has already been added this frame … … 181 181 internalAddAction(priority, FrameAction(frame, action)); 182 182 } 183 void osgAnimation::Timeline::addActionAt(double t, Action* action, int priority)183 void Timeline::addActionAt(double t, Action* action, int priority) 184 184 { 185 185 unsigned int frame = static_cast<unsigned int>(floor(t * _fps)); … … 187 187 } 188 188 189 void osgAnimation::Timeline::addActionNow(Action* action, int priority)189 void Timeline::addActionNow(Action* action, int priority) 190 190 { 191 191 addActionAt(getCurrentFrame()+1, action, priority); 192 192 } 193 193 194 void osgAnimation::Timeline::processPendingOperation()194 void Timeline::processPendingOperation() 195 195 { 196 196 // process all pending add action operation … … 209 209 } 210 210 211 void osgAnimation::Timeline::internalRemoveAction(Action* action)211 void Timeline::internalRemoveAction(Action* action) 212 212 { 213 213 for (ActionLayers::iterator it = _actions.begin(); it != _actions.end(); it++) … … 223 223 } 224 224 225 void osgAnimation::Timeline::internalAddAction(int priority, const FrameAction& ftl)225 void Timeline::internalAddAction(int priority, const FrameAction& ftl) 226 226 { 227 227 _actions[priority].insert(_actions[priority].begin(), ftl); 228 228 } 229 229 230 bool osgAnimation::Timeline::isActive(Action* activeAction)230 bool Timeline::isActive(Action* activeAction) 231 231 { 232 232 // update from high priority to low priority
