[osg-users] Speeding u/down animation smoothly
Julien Valentin
julienvalentin51 at gmail.com
Wed Dec 5 15:16:20 PST 2018
Code:
float getAnimationTime{return ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;}
so you'll have to do math!!
;)
dhhabyc wrote:
> Hello,
>
> I'm trying to sppeding up/down an animation using AnimationPathCallback. The idea is to pause/speed/up/down the animation using key strokes, for this I have a GuiEventHandler derived class and a NodeVisitor derived class. So far I've playing round with the base clases AnimationPath and AnimationPathCallback methods get/setStartTime, get/setTimeOffset, get/setLastTime and get/settimeMultiplier with no success.
>
> I found http://forum.openscenegraph.org/viewtopic.php?t=10014 but my implementation still jumps around when speeding up/down:
>
>
> Code:
> void AnimationVisitor::apply(osg::Transform& transform)
> {
> osg::AnimationPathCallback* apc = dynamic_cast<osg::AnimationPathCallback*>(transform.getUpdateCallback());
>
> if (apc)
> {
> osg::AnimationPath * path = apc->getAnimationPath();
> int key = getKey();
> double lambda;
> switch (key)
> {
> case osgGA::GUIEventAdapter::KEY_Space:
> {
> bool is_paused = apc->getPause();
> apc->setPause(!is_paused);
> std::cout << "Animation time: " << apc->getAnimationTime() << std::endl;
> std::cout << "\tPause: " << !is_paused << std::endl;
> std::cout << "---------------------------" << std::endl;
> break;
> }
> case osgGA::GUIEventAdapter::KEY_Right:
> {
> double last = path->getLastTime();
> double first = path->getFirstTime();
> lambda = apc->getTimeMultiplier();
> double simTime = last - first;
> double currOffset = apc->getTimeOffset();
> double offset = simTime - (simTime - currOffset) / 1.1;
> apc->setTimeMultiplier(1.1*lambda);
> apc->setTimeOffset(offset);
> std::cout << "Animation time: " << apc->getAnimationTime() << std::endl;
> std::cout << "\tSpeed up: : " << lambda * 1.1 << std::endl;
> std::cout << "---------------------------" << std::endl;
> break;
> }
> case osgGA::GUIEventAdapter::KEY_Left:
> {
> double last = path->getLastTime();
> double first = path->getFirstTime();
> lambda = apc->getTimeMultiplier();
> double simTime = last - first;
> double currOffset = apc->getTimeOffset();
> double offset = simTime - (simTime - currOffset) * 0.9;
> apc->setTimeMultiplier(0.9*lambda);
> apc->setTimeOffset(offset);
> std::cout << "Animation time: " << apc->getAnimationTime() << std::endl;
> std::cout << "\tSpeed up: : " << lambda * 0.9 << std::endl;
> std::cout << "---------------------------" << std::endl;
> break;
> }
> default:
> break;
> }
>
> }
> traverse(transform);
> }
>
>
>
>
> Can anyone give some pointers about how to achieve a smooth speeding transition? I look up in the source code of both classes involved (AnimationPath and AnimationPathCallback) but I havent been able to figure out a solution. What can I do? or What am I missing?
>
> Thank you!
>
> Cheers
------------------------
Twirling twirling twirling toward freedom
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75288#75288
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