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157 lines
4.1 KiB
C++
157 lines
4.1 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkAnimationScene.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkAnimationScene
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* @brief the animation scene manager.
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*
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* vtkAnimationCue and vtkAnimationScene provide the framework to support
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* animations in VTK. vtkAnimationCue represents an entity that changes/
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* animates with time, while vtkAnimationScene represents scene or setup
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* for the animation, which consists of individual cues or other scenes.
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*
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* A scene can be played in real time mode, or as a sequence of frames
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* 1/frame rate apart in time.
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* @sa
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* vtkAnimationCue
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*/
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#ifndef vtkAnimationScene_h
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#define vtkAnimationScene_h
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#include "vtkAnimationCue.h"
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#include "vtkCommonDataModelModule.h" // For export macro
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class vtkAnimationCue;
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class vtkCollection;
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class vtkCollectionIterator;
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class vtkTimerLog;
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class VTKCOMMONDATAMODEL_EXPORT vtkAnimationScene : public vtkAnimationCue
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{
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public:
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vtkTypeMacro(vtkAnimationScene, vtkAnimationCue);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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static vtkAnimationScene* New();
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//@{
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/**
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* Get/Set the PlayMode for running/playing the animation scene.
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* In the Sequence mode, all the frames are generated one after the other.
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* The time reported to each Tick of the constituent cues (during Play) is
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* incremented by 1/frame rate, irrespective of the current time.
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* In the RealTime mode, time indicates the instance in time.
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*/
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vtkSetMacro(PlayMode, int);
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void SetModeToSequence() { this->SetPlayMode(PLAYMODE_SEQUENCE); }
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void SetModeToRealTime() { this->SetPlayMode(PLAYMODE_REALTIME); }
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vtkGetMacro(PlayMode, int);
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//@}
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//@{
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/**
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* Get/Set the frame rate (in frames per second).
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* This parameter affects only in the Sequence mode. The time interval
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* indicated to each cue on every tick is progressed by 1/frame-rate seconds.
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*/
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vtkSetMacro(FrameRate, double);
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vtkGetMacro(FrameRate, double);
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//@}
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//@{
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/**
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* Add/Remove an AnimationCue to/from the Scene.
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* It's an error to add a cue twice to the Scene.
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*/
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void AddCue(vtkAnimationCue* cue);
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void RemoveCue(vtkAnimationCue* cue);
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void RemoveAllCues();
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int GetNumberOfCues();
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//@}
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/**
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* Starts playing the animation scene. Fires a vtkCommand::StartEvent
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* before play beings and vtkCommand::EndEvent after play ends.
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*/
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virtual void Play();
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/**
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* Stops the animation scene that is running.
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*/
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void Stop();
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//@{
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/**
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* Enable/Disable animation loop.
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*/
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vtkSetMacro(Loop, int);
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vtkGetMacro(Loop, int);
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//@}
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/**
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* Makes the state of the scene same as the given time.
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*/
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void SetAnimationTime(double time);
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/**
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* Overridden to allow change to Normalized mode only
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* if none of the constituent cues is in Relative time mode.
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*/
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void SetTimeMode(int mode) override;
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/**
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* Returns if the animation is being played.
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*/
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int IsInPlay() { return this->InPlay; }
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enum PlayModes
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{
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PLAYMODE_SEQUENCE = 0,
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PLAYMODE_REALTIME = 1
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};
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protected:
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vtkAnimationScene();
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~vtkAnimationScene() override;
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//@{
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/**
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* Called on every valid tick.
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* Calls ticks on all the contained cues.
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*/
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void TickInternal(double currenttime, double deltatime, double clocktime) override;
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void StartCueInternal() override;
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void EndCueInternal() override;
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//@}
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void InitializeChildren();
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void FinalizeChildren();
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int PlayMode;
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double FrameRate;
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int Loop;
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int InPlay;
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int StopPlay;
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vtkCollection* AnimationCues;
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vtkCollectionIterator* AnimationCuesIterator;
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vtkTimerLog* AnimationTimer;
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private:
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vtkAnimationScene(const vtkAnimationScene&) = delete;
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void operator=(const vtkAnimationScene&) = delete;
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};
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#endif
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