/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoElapsedTime SoElapsedTime.h Inventor/engines/SoElapsedTime.h \brief The SoElapsedTime class is a controllable time source engine. \ingroup engines The additional functionality provided by this engine versus just connecting to the realTime global field is the ability to control the speed of the time source plus logic to reset, stop and restart it. Simple usage example, combined with SoComposeRotation: \code #Inventor V2.1 ascii Separator { Transform { rotation = ComposeRotation { axis 0 1 0 angle = ElapsedTime { }.timeOut }.rotation } Cube { } } \endcode \sa SoTimeCounter */ // ************************************************************************* #include #include #include #include #include // ************************************************************************* /*! \var SoSFTime SoElapsedTime::timeIn Input time value. Default connected to the global realTime field. */ /*! \var SoSFFloat SoElapsedTime::speed Decides how fast the timer should run, measured versus "real time" from the timeIn field. Default value is 1.0. A negative value makes the time go backward. */ /*! \var SoSFBool SoElapsedTime::on Shuts timer on and off. Will restart at the same position. */ /*! \var SoSFBool SoElapsedTime::pause Shuts timer on and off. Will restart at the position it would have been if not paused (i.e. doesn't "lose time"). */ /*! \var SoSFTrigger SoElapsedTime::reset Restart timer at 0. */ /*! \var SoEngineOutput SoElapsedTime::timeOut (SoSFTime) Output time value. Starts at 0. */ // ************************************************************************* SO_ENGINE_SOURCE(SoElapsedTime); // ************************************************************************* // Documented in superclass. void SoElapsedTime::initClass(void) { SO_ENGINE_INTERNAL_INIT_CLASS(SoElapsedTime); } /*! Default constructor. */ SoElapsedTime::SoElapsedTime(void) { SO_ENGINE_INTERNAL_CONSTRUCTOR(SoElapsedTime); SO_ENGINE_ADD_INPUT(timeIn, (SbTime::zero())); SO_ENGINE_ADD_INPUT(speed, (1)); SO_ENGINE_ADD_INPUT(on, (TRUE)); SO_ENGINE_ADD_INPUT(pause, (FALSE)); SO_ENGINE_ADD_INPUT(reset, ()); SO_ENGINE_ADD_OUTPUT(timeOut, SoSFTime); SoField * realtime = SoDB::getGlobalField("realTime"); this->timeIn.connectFrom(realtime); this->currtime = SbTime::zero(); this->lasttime = ((SoSFTime *)realtime)->getValue(); this->status = SoElapsedTime::RUNNING; } /*! Destructor. */ SoElapsedTime::~SoElapsedTime() { } // ************************************************************************* // Documented in superclass. void SoElapsedTime::evaluate(void) { if (this->status == SoElapsedTime::STOPPED) { SO_ENGINE_OUTPUT(timeOut, SoSFTime, setValue(this->currtime)); } else { SbTime now = this->timeIn.getValue(); this->currtime += (now-this->lasttime) * this->speed.getValue(); this->lasttime = now; if (this->status == SoElapsedTime::PAUSED) { SO_ENGINE_OUTPUT(timeOut, SoSFTime, setValue(this->pausetime)); } else { SO_ENGINE_OUTPUT(timeOut, SoSFTime, setValue(this->currtime)); } } } // Documented in superclass. void SoElapsedTime::inputChanged(SoField * which) { if (which == &this->timeIn) return; // Default to turn output off, only turn it back on if the engine is // running. this->timeOut.enable(FALSE); if (which == &this->reset) { this->currtime = SbTime::zero(); this->lasttime = this->timeIn.getValue(); } else if (which == &this->pause) { if (this->pause.getValue() && this->status == SoElapsedTime::RUNNING) { this->status = SoElapsedTime::PAUSED; this->pausetime = this->currtime; } else if (!this->pause.getValue() && this->status == SoElapsedTime::PAUSED) { this->status = SoElapsedTime::RUNNING; } } else if (which == &this->on) { if (this->on.getValue() && this->status == SoElapsedTime::STOPPED) { this->status = SoElapsedTime::RUNNING; this->lasttime = this->timeIn.getValue(); } else if (!this->on.getValue() && this->status != SoElapsedTime::STOPPED) { this->status = SoElapsedTime::STOPPED; } } this->timeOut.enable(this->status == SoElapsedTime::RUNNING); } // Documented in superclass. Overridden to not write connection to // realTime global field. void SoElapsedTime::writeInstance(SoOutput * out) { // Note: the code in this method matches that of SoTimeCounter and // SoOneShot, so if any bugs are found and corrected, remember to // pass on the updates. // Disconnect from realTime field. SoField * connectfield = NULL; SbBool connectfromrealTime = this->timeIn.getConnectedField(connectfield) && connectfield == SoDB::getGlobalField("realTime"); SbBool defaultflag = this->timeIn.isDefault(); if (connectfromrealTime) { this->timeIn.disconnect(); this->timeIn.setDefault(TRUE); } inherited::writeInstance(out); // Re-connect to realTime field. if (connectfromrealTime) { // Don't send notification when reconnecting to preserve the state // of the scenegraph between write passes. this->timeIn.connectFrom(connectfield, TRUE); this->timeIn.setDefault(defaultflag); } } // *************************************************************************