Animation

class cee.ug.Animation()

Handles animation of a RemoteModel.

With this class you can control state animations (animations across the states of the CAE analysis), particle trace animations and mode shape animations.

To start a state animation, specify the states to animate over with the ModelSpec.stateIdArray property and call runAnimation(true).

To start a particle trace animation, set the particleTraceAnimationStepCount property and call runParticleTraceAnimation(true). Note that you must first create a particle trace by calling RemoteModel.addParticleTraceGroup.

To start a mode shape animation, set the ModelSpec.modeShapeAnimationType and ModelSpec.modeShapeFrameCount properties and then call runAnimation(true). Note that you must first set a displacement result on the model with ModelSpec.displacementResultId, and that ModelSpec.stateIdArray must contain exactly one state id.

You can access the animation object from the remote model with the RemoteModel.animation property.

Accessors

cee.ug.Animation.particleTraceAnimationStepCount()
get particleTraceAnimationStepCount(): number

The number of steps to use for the particle trace animation.

The number of steps will be used to calculate the delta time for each step in the animation based on the total time of all active traces.

Returns: number

set particleTraceAnimationStepCount(numSteps: number): void

Parameters

numSteps: number

Returns: void

cee.ug.Animation.targetFrameRate()
get targetFrameRate(): number

The target animation speed in frames per second (fps).

This will be the maximum animation speed, but the actual speed may be lower for large models or slow clients.

Returns: number

set targetFrameRate(framesPerSecond: number): void

Parameters

framesPerSecond: number

Returns: void

Methods

cee.ug.Animation.isAnyAnimationRunning()
isAnyAnimationRunning(): boolean

Returns true if either a state, mode shape or particle trace animation is running

Returns: boolean

cee.ug.Animation.isModelAnimationRunning()
isModelAnimationRunning(): boolean

Returns true if either a state or mode shape animation is running

Returns: boolean

cee.ug.Animation.runAnimation()
runAnimation(run: boolean): void

Starts a state (transient) or mode shape animation.

The steps are configured in the ModelSpec of the RemoteModel.

To start a state (transient) animations, set the states you would like to animate over with ModelSpec.stateIdArray. The order of the states in the animation will be the same as in the array. Note that ModelSpec.modeShapeFrameCount MUST be set to 0 for state (transient) animations.

To start a mode shape animation, set the ModelSpec.modeShapeAnimationType and ModelSpec.modeShapeFrameCount properties and then call runAnimation(true). Note that you must first set a displacement result on the model with ModelSpec.displacementResultId, and that ModelSpec.stateIdArray must contain exactly one state id.

Parameters

run: boolean

Returns: void

cee.ug.Animation.runParticleTraceAnimation()
runParticleTraceAnimation(run: boolean): void

Starts a particle trace animation.

The number of steps to use for the animation can be set with particleTraceAnimationStepCount.

Parameters

run: boolean

Returns: void

cee.ug.Animation.setAnimationFrameChangedCallback()
setAnimationFrameChangedCallback(animationFrameChangedCallback: AnimationFrameChangedCallback): void

Sets a handler function that will be called whenever a progress indication packet is received from the visualization server.

Parameters

animationFrameChangedCallback: AnimationFrameChangedCallback

Returns: void

cee.ug.Animation.setFirstFrame()
setFirstFrame(): void

Sets the first step of the animation (if any) as the current step. This will stop the animation.

Returns: void

cee.ug.Animation.setLastFrame()
setLastFrame(): void

Sets the last step of the animation (if any) as the current step. This will stop the animation.

Returns: void

cee.ug.Animation.setNextFrame()
setNextFrame(): void

Sets the next step of the animation (if any) as the current step, wrapping around to the first step if on the last step. This will stop the animation.

Returns: void

cee.ug.Animation.setPreviousFrame()
setPreviousFrame(): void

Sets the previous step of the animation (if any) as the current step, wrapping around to the last step if on the first step. This will stop the animation.

Returns: void