[osg-submissions] osg::Sequence

Robert Osfield robert.osfield at gmail.com
Tue Dec 11 01:49:39 PST 2007


Hi Jason,

The header file came through inline, I've tried to copy and paste it
to recreate it but alas the indentation etc has been messed up along
the way so I can't do a problem review.  Could you send me the
submission again, this time zipped up.

Robert.

On Nov 15, 2007 10:31 PM, Jason Daly <jdaly at ist.ucf.edu> wrote:
>
> The current implementation of osg::Sequence does not handle SWING
> animations properly.  Instead of cycling back and forth through the
> entire sequence, it cycles from start to end, then alternates between
> the last two frames.  This is illustrated by the attached .ive file.
>
> Fixes (made against the 2.2.0 release) are also attached.
>
> --
>
> --"J"
>
> "I'm a castaway stranded in a desolate land,
>  I can see the footprints in the virtual sand."
>         --Neil Peart
>
>
> /* -*-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.
>  */
>
> #ifndef OSG_SEQUENCE
> #define OSG_SEQUENCE 1
>
> #include <osg/Group>
>
> namespace osg
> {
>
> /** Sequence is a Group node which allows automatic, time based
> switching between children.
> */
> class OSG_EXPORT Sequence : public Group
> {
>     public :
>
>         Sequence();
>
>         /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
>         Sequence(const Sequence&, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
>
>         META_Node(osg, Sequence);
>
>         virtual void traverse(NodeVisitor& nv);
>
>         // the relationship between the _frameTime vector and the _children
>         // vector is a bit of a mess.  This is how it was in previous versions,
>         // and there's no way out of it if upward compatability needs to be
>         // maintained.  New code should set defaultTime and use addChild, and
>         // not mess with the setTime method
>
>         virtual bool addChild( Node *child);
>
>         virtual bool addChild( Node *child, double t);
>
>         virtual bool insertChild( unsigned int index, Node *child);
>
>         virtual bool insertChild( unsigned int index, Node *child, double t);
>
>         virtual bool removeChild( Node *child );
>
>         virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);
>
>
>         /** value is which child node is to be displayed */
>         void setValue(int value) { _value = value ; }
>         int getValue() const { return _value; }
>
>         /** Set time in seconds for child. */
>         void setTime(unsigned int frame, double t);
>
>         /** Get time for child. */
>         double getTime(unsigned int frame) const;
>
>         /** Set default time in seconds for new child.
>             if t<0, t=0 */
>         void setDefaultTime(double t) {_defaultTime = (t<0.?0.:t);}
>
>         /** Get default time in seconds for new child. */
>         double getDefaultTime(void) const {return _defaultTime;};
>
>         /** Set time of last frame of last loop, in seconds.
>             if t<= 0, then ignored */
>         void setLastFrameTime(double t) {_lastFrameTime = (t<0.?0.:t);}
>
>         /** Get last frame time in seconds */
>         double getLastFrameTime(void) const {return _lastFrameTime;};
>
>         /** Get number of frames */
>         inline unsigned int getNumFrames() const { return _frameTime.size(); }
>
>         /** Interval modes. 'Loop' repeats frames 1-N; 'swing' repeats 1->N, (N-1)->1. */
>         enum LoopMode
>         {
>             LOOP,
>             SWING
>         };
>
>         /** Set sequence mode & interval (range of children to be displayed). */
>         void setInterval(LoopMode mode, int begin, int end);
>
>         /** Get sequence mode & interval. */
>         inline void getInterval(LoopMode& mode, int& begin, int& end) const
>         {
>             mode = _loopMode;
>             begin = _begin;
>             end = _end;
>         }
>
>         /** Set duration: speed-up & number of repeats */
>         void setDuration(float speed, int nreps = -1);
>
>         /** Get duration & number of repeats. */
>         inline void getDuration(float& speed, int& nreps) const
>         {
>             speed = _speed;
>             nreps = _nreps;
>         }
>
>         /** Sequence modes. */
>         enum SequenceMode
>         {
>             START,
>             STOP,
>             PAUSE,
>             RESUME
>         };
>
>         /** Set sequence mode. Start/stop & pause/resume. */
>         void setMode(SequenceMode mode);
>
>         /** Get sequence mode. */
>         inline SequenceMode getMode() const { return _mode; }
>
>         /** If false (default), frames will not be sync'd to frameTime.  If
>             true, frames will be sync'd to frameTime. */
>         void setSync(bool sync) { _sync = sync ; } ;
>
>         /** Get sync value */
>         inline void getSync(bool& sync) const { sync = _sync ; } ;
>
>         /** If true, show no child nodes after stopping */
>         void setClearOnStop(bool clearOnStop) { _clearOnStop = clearOnStop ; } ;
>
>         /** If true, show no child nodes after stopping */
>         inline void getClearOnStop(bool& clearOnStop) const { clearOnStop = _clearOnStop ; } ;
>
>     protected :
>
>         virtual ~Sequence() {}
>
>         // get next _value in sequence
>         int _getNextValue(void) ;
>
>         // update local variables
>         void _update(void) ;
>
>         // init to -1 to mean "restart"
>         int _value;
>
>         // current time, set by traverse
>         double _now ;
>
>         // time this frame started.  init to -1.0f- means get current time
>         double _start;
>
>         // a vector of frame times, one per value
>         std::vector<double> _frameTime;
>
>         // the total time for one sequence, from BEGIN to END
>         double _totalTime ;
>
>         // true if _totalTime needs to be recalculated because setTime or
>         // setInterval was invoked, or a new child was added
>         bool _resetTotalTime ;
>
>         // store "loop mde", either LOOP or SWING
>         // init to LOOP- set by setInterval
>         LoopMode _loopMode;
>
>         // first and last "values" to sequence through
>         // begin inits to 0
>         // end inits to -1- means to init to number of values
>         int _begin, _end;
>
>         // multiplier of real-time clock- set to N to go N times faster
>         // init to 0- going nowhere
>         float _speed;
>
>         // _nreps: how many times to repeat- default param is -1, repeat forever
>         // init to 0, no repetitions
>         // _nrepsRemain: set to nreps and counts down every traversal,
>         // stopping when it gets to zero.  init to 0
>         int _nreps, _nrepsRemain;
>
>         // frame step (are we stepping forward or backward?)
>         int _step;
>
>         // default frame time for newly created frames or children- default is 1.
>         // set by setDefaultTime
>         double _defaultTime ;
>
>         // special time to display last frame of last loop
>         // <= zero means to not do anything special
>         double _lastFrameTime ;
>
>         // save the actual time of the last frame, and what value was stored
>         double _saveRealLastFrameTime ;
>         unsigned int _saveRealLastFrameValue ;
>
>         // the current mode
>         SequenceMode _mode;
>
>         // the current sync value
>         bool _sync ;
>
>         // the current clearOnStop value
>         bool _clearOnStop ;
>
> };
>
> }
>
> #endif
>
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