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].

To start a particle trace animation, set the particleTraceAnimationStepCount property and call [runParticleTraceAnimation]. 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]. 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

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.

cee.ug.Animation.targetFrameRate

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.

Methods

isAnyAnimationRunning

cee.ug.Animation.isAnyAnimationRunning()

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

Return type

boolean

isModelAnimationRunning

cee.ug.Animation.isModelAnimationRunning()

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

Return type

boolean

runAnimation

cee.ug.Animation.runAnimation(run)

Starts a state (transient) or mode shape animation.

Arguments
  • run (boolean) –

Return type

void

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]. 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.

runParticleTraceAnimation

cee.ug.Animation.runParticleTraceAnimation(run)

Starts a particle trace animation.

Arguments
  • run (boolean) –

Return type

void

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

setAnimationFrameChangedCallback

cee.ug.Animation.setAnimationFrameChangedCallback(animationFrameChangedCallback)

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

Arguments
Return type

void

setFirstFrame

cee.ug.Animation.setFirstFrame()

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

Return type

void

setLastFrame

cee.ug.Animation.setLastFrame()

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

Return type

void

setNextFrame

cee.ug.Animation.setNextFrame()

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.

Return type

void

setPreviousFrame

cee.ug.Animation.setPreviousFrame()

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.

Return type

void