Field interactive complexity node. More...
#include <Inventor/nodes/SoInteractiveComplexity.h>
Classes | |
struct | ScalarBounds |
Public Types | |
enum | InteractiveMode { AUTO, FORCE_INTERACTION, FORCE_STILL, DISABLED } |
Public Member Functions | |
virtual SoType | getTypeId () const |
SoInteractiveComplexity () | |
Static Public Member Functions | |
static SoType | getClassTypeId () |
Public Attributes | |
SoMFString | fieldSettings |
SoSFFloat | refinementDelay |
SoSFEnum | interactiveMode |
Field interactive complexity node.
This node allows the application to define different parameter values for certain fields of specific node classes, depending on whether a user interaction, for example moving the camera, is occurring. This means that while the camera is moving these fields will use a specified "interaction" parameter value, but when interactive manipulation is stopped these fields will automatically change to a specified "still" parameter value. Optionally, for scalar fields, the transition from interaction value to still value can be automatically animated using a specified increment.
Note: The values specified in SoInteractiveComplexity override the values in the fields of the specified nodes during rendering. But calling getValue() on the fields still returns the value set directly into the field (or the default value if none was set).
This is a powerful technique for maintaining an interactive framerate when interacting with GPU intensive datasets or rendering effects, while still getting a final image with very high quality and giving the user a "progressive refinement" effect while transitioning from interaction back to "still".
These settings are applied to all instances of the node class containing the specified field and are declared with a specially formatted string set in the fieldSettings field. For scalar fields like SoSFInt, the string looks like this:
"ClassName FieldName InteractionValue StillValue [IncrementPerSecond]"
If IncrementPerSecond is omitted, StillValue is applied as soon as interaction stops. Else the transition from InteractionValue to StillValue is automatically animated. Because incrementing is actually done at each redraw, and redraw happens many times per second, IncrementPerSecond is allowed to be greater than StillValue.
In the following code, the field named value belonging to the class SoComplexity will be set to 0.1 during an interaction. When the interaction stops, value will be increased by 2 every second until it reaches 0.5. Effectively this means that the StillValue (0.5) will be reached in (0.5 - 0.1) / 2 = 0.2 seconds.
SoInteractiveComplexity* icplx = new SoInteractiveComplexity; icplx->fieldSettings.set1Value( 0, "SoComplexity value 0.1 0.5 2" ); root->addChild(icplx);
A time delay before changing the value, or starting the animation, can be set using the refinementDelay field.
The field interactiveMode allows to force the use of the InteractionValue or the StillValue.
Only a limited number of fields are supported by this node:
fieldSettings | [] |
refinementDelay | 0.5 |
interactiveMode | AUTO |
MedicalDicomReader, MedicalDTIViewer, MedicalFreeHandCutting, MedicalBonesMuscles, BonesMuscles, SimpleInteractiveParameters
Interactive mode.
AUTO |
Automatically detect when a user interaction is occurring (default). |
FORCE_INTERACTION |
Behave like a user interaction is occurring (always use InteractionValue). |
FORCE_STILL |
Behave like there isn't any interaction (always use StillValue). |
DISABLED |
Behave like there isn't any SoInteractiveComplexity node. |
SoInteractiveComplexity::SoInteractiveComplexity | ( | ) |
static SoType SoInteractiveComplexity::getClassTypeId | ( | ) | [static] |
Returns the type identifier for this class.
Reimplemented from SoNode.
virtual SoType SoInteractiveComplexity::getTypeId | ( | ) | const [virtual] |
Returns the type identifier for this specific instance.
Reimplemented from SoNode.
Each string in this field specifies the interactionValue and stillValue for a specific field of a specific node class.
The format is:
ClassName FieldName InteractionValue StillValue [IncrementPerSecond] | |
For SoSFBool fields (NumberOfSeconds = delay before switching state) | ClassName FieldName InteractionValue [StillValue] [NumberOfSeconds] |
For SoSFEnum fields | ClassName FieldName InteractionValue StillValue |
The following example defines values for a SoSFFloat, a SoSFBool and a SoSFEnum:
SoInteractiveComplexity* icplx = new SoInteractiveComplexity(); icplx->fieldSettings.set1Value(0, "SoComplexity value 0.1 0.5 2" ); // isActive will switch to TRUE 2 seconds after stopping interaction icplx->fieldSettings.set1Value(1, "SoShadowGroup isActive FALSE 2" ); icplx->fieldSettings.set1Value(2, "SoVolumeRenderingQuality gradientQuality LOW HIGH");
Interactive mode.
Use enum InteractiveMode. Default is AUTO.
NOTE: field available since Open Inventor 8.6Time in seconds after interaction stops before field values start to be increased.
Default is 0.0.