[osg-users] Speeding u/down animation smoothly
Julien Valentin
julienvalentin51 at gmail.com
Wed Dec 5 15:26:05 PST 2018
set _firstframe to 0 to think in animation time base (not in simulation time)
let timemultiplier to 1
and set latesttime to what you want(in animation time base)
then setup
mp3butcher wrote:
>
> 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
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http://forum.openscenegraph.org/viewtopic.php?p=75289#75289
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