#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();
}


osg 加载 fbx文件_#ifdef

osg 加载 fbx文件_2d_02

osg 加载 fbx文件_#endif_03

 osg 加载 fbx文件_2d_04

osg 加载 fbx文件_ios_05

 

 

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