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 callrunAnimation(true)
.To start a particle trace animation, set the
particleTraceAnimationStepCount
property and callrunParticleTraceAnimation(true)
. Note that you must first create a particle trace by callingRemoteModel.addParticleTraceGroup
.To start a mode shape animation, set the
ModelSpec.modeShapeAnimationType
andModelSpec.modeShapeFrameCount
properties and then callrunAnimation(true)
. Note that you must first set a displacement result on the model withModelSpec.displacementResultId
, and thatModelSpec.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
Methods
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 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.modeShapeFrameCount
MUST be set to 0 for state (transient) animations.To start a mode shape animation, set the
ModelSpec.modeShapeAnimationType
andModelSpec.modeShapeFrameCount
properties and then callrunAnimation(true)
. Note that you must first set a displacement result on the model withModelSpec.displacementResultId
, and thatModelSpec.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:
animationFrameChangedCallback (
AnimationFrameChangedCallback
) – None
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