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/*=========================================================================
Program: ParaView
Module: vtkRealtimeAnimationPlayer.cxx
Copyright (c) Kitware, Inc.
All rights reserved.
See Copyright.txt or http://www.paraview.org/HTML/Copyright.html 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 "vtkRealtimeAnimationPlayer.h"
#include "vtkObjectFactory.h"
#include "vtkTimerLog.h"
vtkStandardNewMacro(vtkRealtimeAnimationPlayer);
//----------------------------------------------------------------------------
vtkRealtimeAnimationPlayer::vtkRealtimeAnimationPlayer()
{
this->StartTime = 0;
this->EndTime = 1.0;
this->ShiftTime = 0.0;
this->Factor = 1.0;
this->Duration = 1;
this->Timer = vtkTimerLog::New();
}
//----------------------------------------------------------------------------
vtkRealtimeAnimationPlayer::~vtkRealtimeAnimationPlayer()
{
this->Timer->Delete();
}
//----------------------------------------------------------------------------
void vtkRealtimeAnimationPlayer::StartLoop(double start, double end, double* playbackWindow)
{
this->StartTime = start;
this->Factor = (end - start)/this->Duration;
double curtime = playbackWindow[0];
// set a time shift to resume an interrupted animation (fix to bug #0008280)
if ( start < curtime && curtime < end )
{
this->ShiftTime = curtime - this->StartTime;
}
else
{
this->ShiftTime = 0.0;
}
// obtain the end time to be used in GetNextTime(...)
this->EndTime = playbackWindow[1];
this->Timer->StartTimer();
}
//----------------------------------------------------------------------------
double vtkRealtimeAnimationPlayer::GetNextTime(double curtime)
{
// The following line, in support of resuming an interrupted animation, forces
// the animation to terminate by just breaking the while-loop,
// while (!this->StopPlay && this->CurrentTime <= endtime) in
// vtkAnimationPlayer::Play(), WITHOUT affecting the actual scene / tick time.
// This line MUST !!NOT!! be removed, otherwise a crash problem would occur.
if ( curtime == this->EndTime )
{
return this->EndTime * 1.1;
}
this->Timer->StopTimer();
double elapsed = this->Timer->GetElapsedTime();
// in support of resuming an interrupted animation
double nextTime = this->StartTime + this->ShiftTime + this->Factor * elapsed;
// The if-statement below, in support of resuming an interrupted animation,
// forces the LAST animation step to reach exactly 'this->EndTime', which enables
// the while-loop, 'while (!this->StopPlay && this->CurrentTime <= endtime)' in
// vtkAnimationPlayer::Play(). The execution of this very LAST cycle of the
// while-loop body ensures the animation tick to reach exactly 'this->EndTime'
// and therefore ensures later access to the correct scene time
// ('this->EndTime') via this->CurrentTime = this->AnimationScene->GetSceneTime()
// in vtkAnimationPlayer::Play(). This if-statement MUST !!NOT!! be removed.
// Otherwise the animation, sometimes, could not be re-started from the very
// beginning as 'this->ShiftTime' would not be inited to zero.
return ( nextTime > this->EndTime ) ? this->EndTime : nextTime;
}
//----------------------------------------------------------------------------
double vtkRealtimeAnimationPlayer::GoToNext(double, double, double currenttime)
{
return (currenttime+1);
}
//----------------------------------------------------------------------------
double vtkRealtimeAnimationPlayer::GoToPrevious(double, double, double currenttime)
{
return (currenttime-1);
}
//----------------------------------------------------------------------------
void vtkRealtimeAnimationPlayer::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
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