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