#ifdef _WIN32
#include <Windows.h>
#endif // _WIN32
#include <osg/Group>
#include <osg/Camera>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Image>
#include <osg/ShapeDrawable>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/AnimationPath>
#include <osg/ArgumentParser>
#include <osg/NodeVisitor>
#include <osgDB/FileNameUtils>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/DriveManipulator>
#include <osgGA/GUIEventHandler>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgUtil/LineSegmentIntersector>
#include <osgAnimation/BasicAnimationManager>
#include <iostream>
using namespace std;
struct AnimationManagerFinder : public osg::NodeVisitor
{
osg::ref_ptr<osgAnimation::BasicAnimationManager> _am;
AnimationManagerFinder() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) {
if (_am.valid())
return;
if (node.getUpdateCallback()) {
osgAnimation::AnimationManagerBase* b = dynamic_cast<osgAnimation::AnimationManagerBase*>(node.getUpdateCallback());
if (b) {
_am = new osgAnimation::BasicAnimationManager(*b);
return;
}
}
traverse(node);
}
};
int main(int argc, char** argv)
{
//osg::ArgumentParser arguments(&argc, argv);
osg::ref_ptr<osgViewer::Viewer> viewer1 = new osgViewer::Viewer;
osg::ref_ptr<osg::Group> group1 = new osg::Group;
osg::ref_ptr<osg::MatrixTransform> matrixTransform1 = new osg::MatrixTransform;
osg::ref_ptr<osg::Node> node1 = osgDB::readNodeFile("I:\\BIM\\fbx\\Worker201907.fbx");
//osg::ref_ptr<osgAnimation::BasicAnimationManager> basicAnimationManager1 = dynamic_cast<osgAnimation::BasicAnimationManager*>(node1->getUpdateCallback());
/*
osgAnimation::BasicAnimationManager* basicAnimationManager1 = dynamic_cast<osgAnimation::BasicAnimationManager*>(node1->getUpdateCallback());
osgAnimation::AnimationList animationList1 = basicAnimationManager1->getAnimationList();
osgAnimation::AnimationList::iterator animationList_iter;
for (animationList_iter = animationList1.begin();animationList_iter != animationList1.end();++animationList_iter)
{
std::string name = (*animationList_iter)->getName();
std::cout << name << std::endl;
basicAnimationManager1->playAnimation(*animationList_iter);
}
*/
/*
for (unsigned int i = 0; i<animationList1.size(); ++i)
{
const std::string& name = animationList1[i]->getName();
basicAnimationManager1->playAnimation(animationList1[i].get());
if (true)
{
std::cout << name << std::endl;
}
}
*/
AnimationManagerFinder animationManagerFinder1;
group1->accept(animationManagerFinder1);
if (animationManagerFinder1._am.valid())
{
std::string playModeOpt;
osgAnimation::Animation::PlayMode playMode = osgAnimation::Animation::LOOP;
if (osgDB::equalCaseInsensitive(playModeOpt, "ONCE"))
{
playMode = osgAnimation::Animation::ONCE;
}
else if (osgDB::equalCaseInsensitive(playModeOpt, "STAY"))
{
playMode = osgAnimation::Animation::STAY;
}
else if (osgDB::equalCaseInsensitive(playModeOpt, "LOOP"))
{
playMode = osgAnimation::Animation::LOOP;
}
else if (osgDB::equalCaseInsensitive(playModeOpt, "PPONG"))
{
playMode = osgAnimation::Animation::PPONG;
}
for (osgAnimation::AnimationList::const_iterator animIter = animationManagerFinder1._am->getAnimationList().begin();
animIter != animationManagerFinder1._am->getAnimationList().end();
++animIter)
{
(*animIter)->setPlayMode(playMode);
}
}
matrixTransform1->setMatrix(osg::Matrix::translate(0.0, 0.0, 0.0));
matrixTransform1->addChild(node1);
group1->addChild(matrixTransform1);
viewer1->setSceneData(group1);
viewer1->setUpViewInWindow(200, 200, 800, 600, 0);
return viewer1->run();
}
export root node
Node : RootNode
Node : RootNode
Node : construction_worker
Node : Bip001
Node : Bip001 Pelvis
Node : Bip001 Spine
Node : Bip001 Spine1
Node : Bip001 Neck
Node : Bip001 L Clavicle
Node : Bip001 L UpperArm
Node : Bip001 L Forearm
Node : Bip001 L Hand
Node : Bip001 L Finger0
Node : Bip001 L Finger01
Node : Bip001 L Finger02
Node : Bip001 L Finger1
Node : Bip001 L Finger11
Node : Bip001 L Finger12
Node : Bip001 L Finger2
Node : Bip001 L Finger21
Node : Bip001 L Finger22
Node : Bip001 L Finger3
Node : Bip001 L Finger31
Node : Bip001 L Finger32
Node : Bip001 L Finger4
Node : Bip001 L Finger41
Node : Bip001 L Finger42
Node : Bip001 R Clavicle
Node : Bip001 R UpperArm
Node : Bip001 R Forearm
Node : Bip001 R Hand
Node : Bip001 R Finger0
Node : Bip001 R Finger01
Node : Bip001 R Finger02
Node : Bip001 R Finger1
Node : Bip001 R Finger11
Node : Bip001 R Finger12
Node : Bip001 R Finger2
Node : Bip001 R Finger21
Node : Bip001 R Finger22
Node : Bip001 R Finger3
Node : Bip001 R Finger31
Node : Bip001 R Finger32
Node : Bip001 R Finger4
Node : Bip001 R Finger41
Node : Bip001 R Finger42
Node : Bip001 Head
Node : helmet_bone
Node : Bip001 L Thigh
Node : Bip001 L Calf
Node : Bip001 L Foot
Node : Bip001 L Toe0
Node : hip_adjustment_bone_left
Node : Bip001 R Thigh
Node : Bip001 R Calf
Node : Bip001 R Foot
Node : Bip001 R Toe0
Node : hip_adjustment_bone_right
export root node done
done