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NAME
SoElapsedTime — basic controllable time source
INHERITS FROM
SoBase > SoFieldContainer > SoEngine > SoElapsedTime
SYNOPSIS
#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
DESCRIPTION
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.
INPUTS
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.
OUTPUTS
(SoSFTime) timeOut Time elapsed, modified by the speed factor.
METHODS
SoElapsedTime() Constructor.
FILE FORMAT/DEFAULTS
ElapsedTime { timeIn <current time> speed 1 on TRUE pause FALSE reset }
SEE ALSO
SoTimeCounter, SoOneShot, SoEngineOutput SoElapsedTime(3IV)()