SoElapsedTime(3IV)() | SoElapsedTime(3IV)() |
SoElapsedTime — basic controllable time source
SoBase > SoFieldContainer > SoEngine > SoElapsedTime
#include <Inventor/engines/SoElapsedTime.h>
Inputs from class SoElapsedTime:
SoSFTime timeIn
SoSFFloat speed
SoSFBool on
SoSFBool pause
SoSFTrigger reset
Outputs from class SoElapsedTime:
(SoSFTime) timeOut
Methods from class SoElapsedTime:
SoElapsedTime()
Methods from class SoEngine:
static SoType getClassTypeId()
virtual int getOutputs(SoEngineOutputList &list)
const
SoEngineOutput * getOutput(const SbName
&outputName) const
SbBool getOutputName(const SoEngineOutput *output,
SbName &outputName) const
SoEngine * copy() const
static SoEngine * getByName(const SbName
&name)
static int getByName(const SbName &name,
SoEngineList &list)
Methods from class SoFieldContainer:
void setToDefaults()
SbBool hasDefaultValues() const
SbBool fieldsAreEqual(const SoFieldContainer *fc)
const
void copyFieldValues(const SoFieldContainer *fc,
SbBool copyConnections = FALSE)
SbBool set(const char *fieldDataString)
void get(SbString &fieldDataString)
virtual int getFields(SoFieldList &resultList)
const
virtual SoField * getField(const SbName
&fieldName) const
SbBool getFieldName(const SoField *field, SbName
&fieldName) const
SbBool isNotifyEnabled() const
SbBool enableNotify(SbBool flag)
Methods from class SoBase:
void ref()
void unref() const
void unrefNoDelete() const
void touch()
virtual SoType getTypeId() const
SbBool isOfType(SoType type) const
virtual void setName(const SbName &name)
virtual SbName getName() const
This engine functions as a stopwatch; it outputs the time that has elapsed since it started running. By default, the timeIn input is connected to the realTime global field. It can, however, be connected to any other time source.
The ouput from the engine is the time that has elapsed since it started running, or since the reset input was last triggered. You can affect the speed of the output time by setting the speed scale factor. A value greater than 1.0 will speed up the output, and a value less than 1.0 will slow it down.
If you pause the engine, by setting the pause input to TRUE, it stops updating the timeOut output. When you turn off the pause, it jumps to its current position without losing time. Alternatively, if you want to stop the engine for a while, and then restart it from where it left off, use the on input field.
SoSFTime timeIn
Running time.
SoSFFloat speed
Scale factor for time.
SoSFBool on
TRUE to start running, FALSE to stop.
SoSFBool pause
TRUE to freeze, FALSE to continue running.
SoSFTrigger reset
Reset the base time.
(SoSFTime) timeOut
Time elapsed, modified by the speed factor.
SoElapsedTime()
Constructor.
ElapsedTime {
timeIn <current time> speed 1 on TRUE pause FALSE reset
}
SoTimeCounter, SoOneShot, SoEngineOutput