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Please note that This document is no longer up-to-date. (Though it is still valid.)
Please note that a more up-to-date document is available. A paper has been published that
covers the topic in a more comprehensive way. It proposes besides the Damper nodes also the
group of Chaser nodes that are usefull in cases where the Dampers fail.
To the paper: Linear Filters - Animating Objects in a Flexible and Pleasing Way
If you decide to continue reading this document, please keep in mind that now some fields on
the Damper nodes have
changed their name.
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The CoordinateDamper node alows to smoothly
animate the mesh of an object.
EXTERNPROTO CoordinateDamper
[
eventIn MFVec3f set_input
field MFVec3f initial_input # []
eventOut MFVec3f output_changed
field MFVec3f initial_output # []
eventIn MFVec3f set_output
exposedField SFFloat tau # 1
field SFInt32 order # 1
field SFFloat eps # .001
eventOut SFBool isActive
eventOut SFBool isLoaded
]
"Dampers.wrl#CoordinateDamper"
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Explanation of the fields:
See the page about all Damper PROTOs.
It contains a general description of the fields. The fields this node works on,
is an MFVec3f, i.e. an array of values. Once the node has
received such an array, the number of elements in the array must not change anymore.
The Demos:
Demo 1:
This demo contains a textured grid. Click on a point of the grid and see it
move. A Script is generating random changes to an MFVec3f array
of grid points and a CoordinateDamper creates smooth transitions.
Demo 2:
A CoordinateInterpolator creates an animation of a shape.
Its output is processed by a CoordinateDamper in order to remove
the abrupt changes in movement a linear interpolator produces.
You can click on the object to switch the Damper on and off. There are also some Viewpoints
defined to explore.
__.-.__ end of document
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