Source

Coin / src / nodes / SoShuttle.cpp

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/*!
  \class SoShuttle SoShuttle.h Inventor/nodes/SoShuttle.h
  \brief The SoShuttle class is used to oscillate between two translations.
  \ingroup nodes

  A smooth transition between translation0 and translation1 is created
  using a cosine function. In the beginning of the cycle, translation0
  is used. Halfway through the cycle, the resulting translation equals
  translation1, and at the end of the cycle, we're at translation0
  again.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    Shuttle {
        translation 0 0 0
        translation0 0 0 0
        translation1 0 0 0
        speed 1
        on TRUE
    }
  \endcode
*/

// *************************************************************************

#include <Inventor/nodes/SoShuttle.h>

#include <Inventor/SoOutput.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/engines/SoCalculator.h>
#include <Inventor/engines/SoElapsedTime.h>
#include <Inventor/engines/SoInterpolateVec3f.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************

/*!
  \var SoSFVec3f SoShuttle::translation0

  Translation at the start and end of the cycle. Default value is (0,
  0, 0).
*/
/*!
  \var SoSFVec3f SoShuttle::translation1

  Translation at the middle of the cycle. Default value is (0, 0, 0).
*/
/*!
  \var SoSFFloat SoShuttle::speed
  Number of cycles per second. Default value is 1.
*/
/*!
  \var SoSFBool SoShuttle::on
  Toggles animation on or off. Defauls to \c TRUE.
*/

// *************************************************************************

SO_NODE_SOURCE(SoShuttle);

// *************************************************************************

/*!
  Constructor.
*/
SoShuttle::SoShuttle(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoShuttle);

  SO_NODE_ADD_FIELD(translation0, (SbVec3f(0.0f, 0.0f, 0.0f)));
  SO_NODE_ADD_FIELD(translation1, (SbVec3f(0.0f, 0.0f, 0.0f)));
  SO_NODE_ADD_FIELD(speed, (1.0f));
  SO_NODE_ADD_FIELD(on, (TRUE));

  this->interpolator = new SoInterpolateVec3f;
  this->interpolator->ref();
  this->calculator = new SoCalculator;
  this->calculator->ref();
  this->timer = new SoElapsedTime;
  this->timer->ref();

  this->calculator->expression = "oa = (1.0 - cos(a*b*2*M_PI)) * 0.5";
  this->calculator->a.connectFrom(&this->timer->timeOut);
  this->timer->on.connectFrom(&this->on);
  this->calculator->b.connectFrom(&this->speed);
  this->interpolator->input0.connectFrom(&this->translation0);
  this->interpolator->input1.connectFrom(&this->translation1);
  this->interpolator->alpha.connectFrom(&this->calculator->oa);

  this->translation.connectFrom(&this->interpolator->output, TRUE);
}

/*!
  Destructor.
*/
SoShuttle::~SoShuttle()
{
  this->interpolator->unref();
  this->calculator->unref();
  this->timer->unref();
}

// doc in parent
void
SoShuttle::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoShuttle, SO_FROM_INVENTOR_1);
}

// Documented in superclass.
void
SoShuttle::write(SoWriteAction * action)
{
  // Overridden to not write out internal engine connections.

  SoOutput * out = action->getOutput();

  // Decouple connections to/from internal engines to avoid them being
  // written. (Only done at first pass.)
  if (out->getStage() == SoOutput::COUNT_REFS)
    this->deconnectInternalEngines();

  inherited::write(action);

  // Reenable all connections to/from internal engine. (Only done at
  // last pass.)
  if (out->getStage() == SoOutput::WRITE)
    this->reconnectInternalEngines();
}

// FIXME: I _think_ we made a mistake when overriding SoNode::copy()
// and making it virtual. See FIXME-comment above
// SoBlinker::copy(). 20011220 mortene.

// Overridden to decouple and reconnect engine around copy operation.
SoNode *
SoShuttle::copy(SbBool copyconnections) const
{
  // Decouple connections to/from internal engines to avoid them being
  // copied.
  ((SoShuttle *)this)->deconnectInternalEngines();

  SoShuttle * cp = (SoShuttle *)inherited::copy(copyconnections);

  // Reenable all connections to/from internal engines.
  ((SoShuttle *)this)->reconnectInternalEngines();

  return cp;
}

// Remove connections to and from internal engines.
void
SoShuttle::deconnectInternalEngines(void)
{
  // Do this first, to avoid field being set due to subsequent engine
  // input value change.
  this->translation.disconnect(&this->interpolator->output);

  this->timer->on.disconnect(&this->on);
  this->timer->on = FALSE;
  this->calculator->b.disconnect(&this->speed);
  this->interpolator->input0.disconnect(&this->translation0);
  this->interpolator->input1.disconnect(&this->translation1);
}


// Reenable all connections to/from internal engines.
void
SoShuttle::reconnectInternalEngines(void)
{
  this->timer->on.connectFrom(&this->on);
  this->calculator->b.connectFrom(&this->speed);
  this->interpolator->input0.connectFrom(&this->translation0);
  this->interpolator->input1.connectFrom(&this->translation1);

  this->translation.connectFrom(&this->interpolator->output, TRUE);
}
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