to STOP. Subsequently, you can restart it from the beginning by setting the mode to START. This does not work as expected. The _now time is not updated while the mode is STOP, which causes the items in the sequence to flash by very quickly when the mode is set to START. For example, if the mode was set to STOP and left that way for 30 seconds, and there are 10 items in the sequence, when the mode is set to START all the items will flash by (in 3 loops) while the _now time catches up with the real time, and then the sequence will go on at the rate it should. This is a simple fix for that, which updates the _now time regardless of the mode the sequence is in."
495 lines
13 KiB
C++
495 lines
13 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Sequence>
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#include <osg/Notify>
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using namespace osg;
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/**
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* Sequence constructor.
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*/
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Sequence::Sequence() :
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Group(),
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_value(-1),
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_now(0.0),
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_start(-1.0),
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_totalTime(0.),
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_resetTotalTime(true),
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_loopMode(LOOP),
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_begin(0),
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_end(-1),
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_speed(0),
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_nreps(-1),
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_nrepsRemain(0),
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_defaultTime(1.),
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_lastFrameTime(0.),
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_saveRealLastFrameTime(-1.),
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_mode(STOP),
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_sync(false),
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_clearOnStop(false)
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{
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setNumChildrenRequiringUpdateTraversal(1);
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}
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Sequence::Sequence(const Sequence& seq, const CopyOp& copyop) :
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Group(seq, copyop),
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_value(seq._value),
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_now(seq._now),
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_start(seq._start),
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_frameTime(seq._frameTime),
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_totalTime(seq._totalTime),
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_resetTotalTime(seq._resetTotalTime),
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_loopMode(seq._loopMode),
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_begin(seq._begin),
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_end(seq._end),
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_speed(seq._speed),
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_nreps(seq._nreps),
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_nrepsRemain(seq._nrepsRemain),
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_defaultTime(seq._defaultTime),
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_lastFrameTime(seq._lastFrameTime),
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_saveRealLastFrameTime(seq._saveRealLastFrameTime),
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_mode(seq._mode),
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_sync(seq._sync),
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_clearOnStop(seq._clearOnStop)
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{
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setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
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}
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bool Sequence::addChild( Node *child)
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{
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return Sequence::insertChild( _children.size(), child, _defaultTime);
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}
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bool Sequence::addChild( Node *child, double t)
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{
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return Sequence::insertChild( _children.size(), child, t);
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}
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bool Sequence::insertChild( unsigned int index, Node *child)
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{
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return Sequence::insertChild(index, child, _defaultTime);
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}
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bool Sequence::insertChild( unsigned int index, Node *child, double t)
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{
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if (Group::insertChild(index,child))
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{
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if (index>=_frameTime.size())
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{
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Sequence::setTime(index, t);
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}
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_resetTotalTime = true;
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return true;
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}
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return false;
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}
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bool Sequence::removeChild( Node *child )
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{
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if (Group::removeChild(child ))
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{
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unsigned int pos = getChildIndex(child);
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if (pos < _children.size())
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return Sequence::removeChildren(pos,1);
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else
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return false;
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}
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else
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return false;
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}
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bool Sequence::removeChildren(unsigned int pos,unsigned int numChildrenToRemove)
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{
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if (pos<_frameTime.size())
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_frameTime.erase(_frameTime.begin()+pos,
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osg::minimum(_frameTime.begin()+(pos+numChildrenToRemove),
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_frameTime.end()) );
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_resetTotalTime = true;
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return Group::removeChildren(pos,numChildrenToRemove);
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}
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// if frame >= _frameTime.size() then extend _frameTime to have frame-1 items
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// a time <0 will get set to 0
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void Sequence::setTime(unsigned int frame, double t)
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{
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if (t<0.) t = 0.0;
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unsigned int sz = _frameTime.size();
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if (frame < sz)
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{
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_frameTime[frame] = t;
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}
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else
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{
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for (unsigned int i = sz; i <= frame; i++)
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{
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_frameTime.push_back(t);
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}
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}
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}
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// returns a frame time of -1 if frame is out of range
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double Sequence::getTime(unsigned int frame) const
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{
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if (frame < _frameTime.size())
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return _frameTime[frame];
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else
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return -1.0f;
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}
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void Sequence::setInterval(LoopMode mode, int begin, int end)
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{
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_loopMode = mode;
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_end = end;
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_begin = begin;
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// _value based on _begin & _end
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_value = -1;
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_resetTotalTime = true;
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}
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void Sequence::setDuration(float speed, int nreps)
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{
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_speed = speed;
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// -1 means loop forever
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_nreps = (nreps < 0 ? -1:nreps);
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// countdown of laps around the track
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_nrepsRemain = _nreps;
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}
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void Sequence::setMode(SequenceMode mode)
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{
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switch (mode)
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{
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case START:
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// restarts sequence from beginning
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_value = -1;
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_start = _now;
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_mode = mode;
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if (_saveRealLastFrameTime>=0.)
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{
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_frameTime[_saveRealLastFrameValue] = _saveRealLastFrameTime;
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_saveRealLastFrameTime = -1.;
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}
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break;
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case STOP:
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_mode = mode;
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break;
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case PAUSE:
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if (_mode == START)
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_mode = PAUSE;
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break;
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case RESUME:
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if (_mode == PAUSE)
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_mode = START;
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break;
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}
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}
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void Sequence::traverse(NodeVisitor& nv)
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{
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if (getNumChildren()==0) return;
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const FrameStamp* framestamp = nv.getFrameStamp();
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if (framestamp)
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{
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_now = framestamp->getSimulationTime();
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}
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if (nv.getVisitorType()==NodeVisitor::UPDATE_VISITOR &&
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_mode == START &&
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!_frameTime.empty() && getNumChildren()!=0)
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{
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// if begin or end < 0, make it last frame
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int _ubegin = (_begin < 0 ? (int)_frameTime.size()-1: _begin);
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int _uend = (_end < 0 ? (int)_frameTime.size()-1: _end);
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// are we stepping forward or backward?
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int _step;
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_step = (_ubegin < _uend ? 1 : -1);
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_step = (_speed <0. ? -_step : _step);
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int _sbegin = osg::minimum(_ubegin,_uend);
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int _send = osg::maximum(_ubegin,_uend);
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if (framestamp)
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{
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// hack for last frame time
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if (_lastFrameTime>0. && _nrepsRemain==1 && _saveRealLastFrameTime<0.)
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{
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if ( _loopMode == LOOP)
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{
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if ((_step>0 && _value!=_send) || (_step<0 && _value!=_sbegin))
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{
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_saveRealLastFrameTime=_frameTime[_uend];
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_saveRealLastFrameValue = _uend;
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_frameTime[_uend] = _lastFrameTime;
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_resetTotalTime = true;
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}
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}
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else
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{
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if (_step>0 && _value!=_sbegin)
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{
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_saveRealLastFrameTime=_frameTime[_send];
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_saveRealLastFrameValue = _send;
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_frameTime[_send] = _lastFrameTime;
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_resetTotalTime = true;
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}
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else if (_step<0 && _value!=_send)
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{
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_saveRealLastFrameTime=_frameTime[_sbegin];
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_saveRealLastFrameValue = _sbegin;
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_frameTime[_sbegin] = _lastFrameTime;
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_resetTotalTime = true;
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}
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}
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}
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// I never know when to stop!
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// more fun for last frame time
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if (_nrepsRemain==0)
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{
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if (!_clearOnStop)
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{
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_mode = STOP;
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}
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else
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{
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if ( (_loopMode == LOOP) &&
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( (_step>0 && _value!=_send) ||
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(_step<0 && _value!=_sbegin)))
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{
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_mode = STOP;
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}
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else if ( (_loopMode == SWING) &&
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( (_step<0 && _value!=_send) ||
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(_step>0 && _value!=_sbegin)))
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{
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_mode = STOP;
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}
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}
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}
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// update local variables
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_update();
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// now for the heavy lifting! three options
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// 1) still in the same frame, so have nothing to do
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// 2) just in the next frame
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// 3) need to calculate everything based on elapsed time
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if ((_now - _start) > _frameTime[_value]*osg::absolute(_speed))
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{ // case 2 or case 3
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// most of the time it's just the next frame in the sequence
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int nextValue = _getNextValue();
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if (!_sync ||
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((_now - _start) <= (_frameTime[_value]+_frameTime[nextValue])*osg::absolute(_speed)) )
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{
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_start += _frameTime[_value];
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// repeat or change directions?
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if ( (_step>0 && nextValue==_send) ||
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(_step<0 && nextValue==_sbegin))
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{
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if (_nreps>0)
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_nrepsRemain--;
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// change direction
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if (_loopMode == SWING)
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_step = -_step;
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}
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_value = nextValue;
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}
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else // case 3
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{
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// recalculate everything based on elapsed time
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// elapsed time from start of the frame
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double deltaT = _now - _start;
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// factors _speed into account
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double adjTotalTime = _totalTime*osg::absolute(_speed);
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// how many laps?
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int loops = (int)(deltaT/adjTotalTime);
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// adjust reps & quick check to see if done becuase reps used up
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if (_nreps>0)
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{
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if (_loopMode == LOOP)
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_nrepsRemain -= loops;
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else
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_nrepsRemain -= 2*loops;
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if (_nrepsRemain<=0)
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{
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_nrepsRemain = 0;
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_mode = STOP;
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osg::notify(osg::WARN) << "stopping because elapsed time greater or equal to time remaining to repeat the sequence\n";
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}
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}
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// deduct off time for laps- _value shouldn't change as it's modulo the total time
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double jumpStart = ((double)loops * adjTotalTime);
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// step through frames one at a time until caught up
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while (deltaT-jumpStart > _frameTime[_value]*osg::absolute(_speed))
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{
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jumpStart += _frameTime[_value]*osg::absolute(_speed );
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_value = _getNextValue();
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}
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// set start time
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_start += jumpStart;
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}
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}
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}
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else
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osg::notify(osg::WARN) << "osg::Sequence::traverse(NodeVisitor&) requires a valid FrameStamp to function, sequence not updated.\n";
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}
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// now do the traversal
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if (nv.getTraversalMode()==NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
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{
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if ( !((_mode == STOP) && _clearOnStop) &&
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(getValue()>=0 && getValue()<(int)_children.size()) )
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{
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_children[getValue()]->accept(nv);
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}
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}
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else
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{
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Group::traverse(nv);
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}
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}
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int Sequence::_getNextValue()
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{
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if (_frameTime.empty() || getNumChildren()==0) return 0;
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// if begin or end < 0, make it last frame
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int _ubegin = (_begin < 0 ? (int)_frameTime.size()-1: _begin);
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int _uend = (_end < 0 ? (int)_frameTime.size()-1: _end);
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// are we stepping forward or backward?
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int _step;
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_step = (_ubegin < _uend ? 1 : -1);
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_step = (_speed <0. ? -_step : _step);
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int _sbegin = osg::minimum(_ubegin,_uend);
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int _send = osg::maximum(_ubegin,_uend);
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int v = _value + _step;
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if (_sbegin==_send)
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{
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return _sbegin;
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}
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else if (v<=_send && v>=_sbegin)
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{
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return v;
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}
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else
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{
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int vs = _send - _sbegin + 1;
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if (_loopMode == LOOP)
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{
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v = ((v-_sbegin)%vs) + _sbegin;
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if (v<_sbegin)
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{
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v+=vs;
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}
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return v;
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}
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else // SWING
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{
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if (v>_send)
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return (2*_send-v);
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else
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return (2*_sbegin-v);
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}
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}
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}
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void Sequence::_update()
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{
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if (_frameTime.empty()) return;
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// if begin or end < 0, make it last frame
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int _ubegin = (_begin < 0 ? (int)_frameTime.size()-1: _begin);
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int _uend = (_end < 0 ? (int)_frameTime.size()-1: _end);
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int _sbegin = osg::minimum(_ubegin,_uend);
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int _send = osg::maximum(_ubegin,_uend);
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// if _value<0, new or restarted
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if (_value<0)
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{
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_value = (_begin < 0 ? (int)_frameTime.size()-1: _begin);
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_resetTotalTime = true;
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}
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// if _start<0, new or restarted
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if (_start<0)
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{
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_start = _now;
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_resetTotalTime = true;
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}
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// need to calculate time of a complete sequence?
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// time is different depending on loop mode
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if (_resetTotalTime)
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{
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if (_loopMode == LOOP)
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{
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_totalTime = 0.0;
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for (int i=_sbegin; i<=_send; i++)
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{
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_totalTime += _frameTime[i];
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}
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}
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else //SWING
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{
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_totalTime = _frameTime[_sbegin];
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// ones in the middle get counted twice: 0 1 2 3 4 3 2 1 0
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for (int i=_sbegin+1; i<_send; i++)
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{
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_totalTime += 2*_frameTime[i];
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}
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if (_sbegin != _send)
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{
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_totalTime += _frameTime[_send];
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}
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}
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_resetTotalTime = false;
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}
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}
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