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

  • particleTraceAnimationStepCount

  • targetFrameRate


Accessors

cee.ug.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.

Return type:

number

cee.ug.particleTraceAnimationStepCount(numSteps)
Arguments:
  • numSteps (number) – None

Return type:

void

cee.ug.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.

Return type:

number

cee.ug.targetFrameRate(framesPerSecond)
Arguments:
  • framesPerSecond (number) – None

Return type:

void

Methods

isAnyAnimationRunning

Animation.isAnyAnimationRunning()

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

Return type:

boolean

isModelAnimationRunning

Animation.isModelAnimationRunning()

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

Return type:

boolean

runAnimation

Animation.runAnimation(run)
Arguments:
  • run (boolean) – None

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.

Return type:

void

runParticleTraceAnimation

Animation.runParticleTraceAnimation(run)
Arguments:
  • run (boolean) – None

Starts a particle trace animation.

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

Return type:

void

setAnimationFrameChangedCallback

Animation.setAnimationFrameChangedCallback(animationFrameChangedCallback)
Arguments:

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

Return type:

void

setFirstFrame

Animation.setFirstFrame()

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

Return type:

void

setLastFrame

Animation.setLastFrame()

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

Return type:

void

setNextFrame

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

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