Animation
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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.stateIdArrayproperty and callrunAnimation(true).To start a particle trace animation, set the
particleTraceAnimationStepCountproperty and callrunParticleTraceAnimation(true). Note that you must first create a particle trace by callingRemoteModel.addParticleTraceGroup.To start a mode shape animation, set the
ModelSpec.modeShapeAnimationTypeandModelSpec.modeShapeFrameCountproperties and then callrunAnimation(true). Note that you must first set a displacement result on the model withModelSpec.displacementResultId, and thatModelSpec.stateIdArraymust contain exactly one state id.You can access the animation object from the remote model with the
RemoteModel.animationproperty.
Accessors
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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): voidParameters
numSteps: numberReturns: void
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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): voidParameters
framesPerSecond: numberReturns: void
Methods
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cee.ug.Animation.isAnyAnimationRunning() - isAnyAnimationRunning(): boolean
Returns true if either a state, mode shape or particle trace animation is running
Returns: boolean
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cee.ug.Animation.isModelAnimationRunning() - isModelAnimationRunning(): boolean
Returns true if either a state or mode shape animation is running
Returns: boolean
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cee.ug.Animation.runAnimation() - runAnimation(run: boolean): void
Starts a state (transient) or mode shape animation.
The steps are configured in the
ModelSpecof theRemoteModel.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 thatModelSpec.modeShapeFrameCountMUST be set to 0 for state (transient) animations.To start a mode shape animation, set the
ModelSpec.modeShapeAnimationTypeandModelSpec.modeShapeFrameCountproperties and then callrunAnimation(true). Note that you must first set a displacement result on the model withModelSpec.displacementResultId, and thatModelSpec.stateIdArraymust contain exactly one state id.Parameters
run: booleanReturns: void
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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: booleanReturns: void
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cee.ug.Animation.setAnimationFrameChangedCallback() - setAnimationFrameChangedCallback(animationFrameChangedCallback:
AnimationFrameChangedCallback): voidSets a handler function that will be called whenever a progress indication packet is received from the visualization server.
Parameters
animationFrameChangedCallback:AnimationFrameChangedCallbackReturns: void
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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
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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
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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
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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