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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Common/DataModel/vtkAnimationScene.cxx

303 lines
8.8 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkAnimationScene.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkAnimationScene.h"
#include "vtkCollection.h"
#include "vtkCollectionIterator.h"
#include "vtkCommand.h"
#include "vtkObjectFactory.h"
#include "vtkTimerLog.h"
vtkStandardNewMacro(vtkAnimationScene);
//----------------------------------------------------------------------------
vtkAnimationScene::vtkAnimationScene()
{
this->PlayMode = PLAYMODE_SEQUENCE;
this->FrameRate = 10.0;
this->Loop = 0;
this->InPlay = 0;
this->StopPlay = 0;
this->AnimationTime = 0.0;
this->AnimationCues = vtkCollection::New();
this->AnimationCuesIterator = this->AnimationCues->NewIterator();
this->AnimationTimer = vtkTimerLog::New();
}
//----------------------------------------------------------------------------
vtkAnimationScene::~vtkAnimationScene()
{
if (this->InPlay)
{
this->Stop();
}
this->AnimationCues->Delete();
this->AnimationCuesIterator->Delete();
this->AnimationTimer->Delete();
}
//----------------------------------------------------------------------------
void vtkAnimationScene::AddCue(vtkAnimationCue* cue)
{
if (this->AnimationCues->IsItemPresent(cue))
{
vtkErrorMacro("Animation cue already present in the scene");
return;
}
if (this->TimeMode == vtkAnimationCue::TIMEMODE_NORMALIZED &&
cue->GetTimeMode() != vtkAnimationCue::TIMEMODE_NORMALIZED)
{
vtkErrorMacro("A cue with relative time mode cannot be added to a scene "
"with normalized time mode.");
return;
}
this->AnimationCues->AddItem(cue);
}
//----------------------------------------------------------------------------
void vtkAnimationScene::RemoveCue(vtkAnimationCue* cue)
{
this->AnimationCues->RemoveItem(cue);
}
//----------------------------------------------------------------------------
void vtkAnimationScene::RemoveAllCues()
{
this->AnimationCues->RemoveAllItems();
}
//----------------------------------------------------------------------------
int vtkAnimationScene::GetNumberOfCues()
{
return this->AnimationCues->GetNumberOfItems();
}
//----------------------------------------------------------------------------
void vtkAnimationScene::SetTimeMode(int mode)
{
if (mode == vtkAnimationCue::TIMEMODE_NORMALIZED)
{
// If noralized time mode is being set on the scene,
// ensure that none of the contained cues need relative times.
vtkCollectionIterator *it = this->AnimationCuesIterator;
for (it->InitTraversal(); !it->IsDoneWithTraversal(); it->GoToNextItem())
{
vtkAnimationCue* cue =
vtkAnimationCue::SafeDownCast(it->GetCurrentObject());
if (cue && cue->GetTimeMode() != vtkAnimationCue::TIMEMODE_NORMALIZED)
{
vtkErrorMacro("Scene contains a cue in relative mode. It must be removed "
"or chaged to normalized mode before changing the scene time mode");
return;
}
}
}
this->Superclass::SetTimeMode(mode);
}
//----------------------------------------------------------------------------
void vtkAnimationScene::InitializeChildren()
{
// run thr all the cues and init them.
vtkCollectionIterator *it = this->AnimationCuesIterator;
for (it->InitTraversal(); !it->IsDoneWithTraversal(); it->GoToNextItem())
{
vtkAnimationCue* cue =
vtkAnimationCue::SafeDownCast(it->GetCurrentObject());
if (cue)
{
cue->Initialize();
}
}
}
//----------------------------------------------------------------------------
void vtkAnimationScene::FinalizeChildren()
{
vtkCollectionIterator *it = this->AnimationCuesIterator;
for (it->InitTraversal(); !it->IsDoneWithTraversal(); it->GoToNextItem())
{
vtkAnimationCue* cue =
vtkAnimationCue::SafeDownCast(it->GetCurrentObject());
if (cue)
{
cue->Finalize();
}
}
}
//----------------------------------------------------------------------------
void vtkAnimationScene::Play()
{
if (this->InPlay)
{
return;
}
if (this->TimeMode == vtkAnimationCue::TIMEMODE_NORMALIZED)
{
vtkErrorMacro("Cannot play a scene with normalized time mode");
return;
}
if (this->EndTime <= this->StartTime)
{
vtkErrorMacro("Scene start and end times are not suitable for playing");
return;
}
this->InvokeEvent(vtkCommand::StartEvent);
this->InPlay = 1;
this->StopPlay = 0;
this->FrameRate = (this->FrameRate == 0.0) ? 1.0 : this->FrameRate;
// the actual play loop, check for StopPlay flag.
double currenttime = this->AnimationTime;
// adjust currenttime to a valid time.
currenttime = (currenttime < this->StartTime || currenttime >= this->EndTime)?
this->StartTime : currenttime;
double time_per_frame =
(this->PlayMode == PLAYMODE_SEQUENCE)? (1.0 / this->FrameRate) : 1;
do
{
this->Initialize(); // Set the Scene in unintialized mode.
this->AnimationTimer->StartTimer();
double timer_start_time = currenttime;
double deltatime = 0.0;
do
{
this->Tick(currenttime, deltatime, currenttime);
// needed to compute delta times.
double previous_tick_time = currenttime;
switch (this->PlayMode)
{
case PLAYMODE_REALTIME:
this->AnimationTimer->StopTimer();
currenttime = this->AnimationTimer->GetElapsedTime() +
timer_start_time;
break;
case PLAYMODE_SEQUENCE:
currenttime += time_per_frame;
break;
default:
vtkErrorMacro("Invalid Play Mode");
this->StopPlay = 1;
}
deltatime = currenttime - previous_tick_time;
deltatime = (deltatime < 0)? -1*deltatime : deltatime;
} while (!this->StopPlay && this->CueState != vtkAnimationCue::INACTIVE);
// End of loop for 1 cycle.
// restart the loop.
currenttime = this->StartTime;
} while (this->Loop && !this->StopPlay);
this->StopPlay = 0;
this->InPlay = 0;
this->InvokeEvent(vtkCommand::EndEvent);
}
//----------------------------------------------------------------------------
void vtkAnimationScene::Stop()
{
if (!this->InPlay)
{
return;
}
this->StopPlay = 1;
}
//----------------------------------------------------------------------------
void vtkAnimationScene::TickInternal(
double currenttime, double deltatime, double clocktime)
{
this->AnimationTime = currenttime;
this->ClockTime = clocktime;
vtkCollectionIterator* iter = this->AnimationCuesIterator;
for (iter->InitTraversal(); !iter->IsDoneWithTraversal(); iter->GoToNextItem())
{
vtkAnimationCue* cue = vtkAnimationCue::SafeDownCast(
iter->GetCurrentObject());
if (cue)
{
switch(cue->GetTimeMode())
{
case vtkAnimationCue::TIMEMODE_RELATIVE:
cue->Tick(currenttime - this->StartTime, deltatime, clocktime);
break;
case vtkAnimationCue::TIMEMODE_NORMALIZED:
cue->Tick( (currenttime - this->StartTime) / (this->EndTime - this->StartTime),
deltatime / (this->EndTime - this->StartTime), clocktime);
break;
default:
vtkErrorMacro("Invalid cue time mode");
}
}
}
this->Superclass::TickInternal(currenttime, deltatime, clocktime);
}
//----------------------------------------------------------------------------
void vtkAnimationScene::StartCueInternal()
{
this->Superclass::StartCueInternal();
this->InitializeChildren();
}
//----------------------------------------------------------------------------
void vtkAnimationScene::EndCueInternal()
{
this->FinalizeChildren();
this->Superclass::EndCueInternal();
}
//----------------------------------------------------------------------------
void vtkAnimationScene::SetAnimationTime(double currenttime)
{
if (this->InPlay)
{
vtkErrorMacro("SetAnimationTime cannot be called while playing");
return;
}
this->Initialize();
this->Tick(currenttime, 0.0, currenttime);
if (this->CueState == vtkAnimationCue::INACTIVE)
{
this->Finalize();
}
}
//----------------------------------------------------------------------------
void vtkAnimationScene::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "PlayMode: " << this->PlayMode << endl;
os << indent << "FrameRate: " << this->FrameRate << endl;
os << indent << "Loop: " << this->Loop << endl;
os << indent << "InPlay: " << this->InPlay << endl;
os << indent << "StopPlay: " << this->StopPlay << endl;
os << indent << "AnimationTime: " << this->AnimationTime << endl;
}