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status_t | updateLocalTime (globalTimeStamp_t systemTime=0u) |
| Sets the local animation system to a given time. The time used should always be system time, because the renderer uses the system time implicitly. Slight offset can be used to delay or hide latency of the distribution system. More...
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status_t | setTime (globalTimeStamp_t timeStamp) |
| Sets the animation system to a given time. Any unsigned integral values that are used in an incrementing fashion can be used. This time stamp is distributed to renderer and can be used as a synchronization point. More...
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globalTimeStamp_t | getTime () const |
| Gets the current animation system time. The time stamp retrieved is the time stamp that was previously set by calling setTime. More...
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SplineStepBool * | createSplineStepBool (const char *name=nullptr) |
| Creates a spline in this animation system using bool data type and step interpolation. More...
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SplineStepInt32 * | createSplineStepInt32 (const char *name=nullptr) |
| Creates a spline in this animation system using int32_t data type and step interpolation. More...
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SplineStepFloat * | createSplineStepFloat (const char *name=nullptr) |
| Creates a spline in this animation system using float data type and step interpolation. More...
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SplineStepVector2f * | createSplineStepVector2f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2f data type and step interpolation. More...
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SplineStepVector3f * | createSplineStepVector3f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3f data type and step interpolation. More...
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SplineStepVector4f * | createSplineStepVector4f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4f data type and step interpolation. More...
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SplineStepVector2i * | createSplineStepVector2i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2i data type and step interpolation. More...
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SplineStepVector3i * | createSplineStepVector3i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3i data type and step interpolation. More...
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SplineStepVector4i * | createSplineStepVector4i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4i data type and step interpolation. More...
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SplineLinearInt32 * | createSplineLinearInt32 (const char *name=nullptr) |
| Creates a spline in this animation system using int32_t data type and linear interpolation. More...
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SplineLinearFloat * | createSplineLinearFloat (const char *name=nullptr) |
| Creates a spline in this animation system using float data type and linear interpolation. More...
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SplineLinearVector2f * | createSplineLinearVector2f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2f data type and linear interpolation. More...
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SplineLinearVector3f * | createSplineLinearVector3f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3f data type and linear interpolation. More...
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SplineLinearVector4f * | createSplineLinearVector4f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4f data type and linear interpolation. More...
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SplineLinearVector2i * | createSplineLinearVector2i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2i data type and linear interpolation. More...
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SplineLinearVector3i * | createSplineLinearVector3i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3i data type and linear interpolation. More...
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SplineLinearVector4i * | createSplineLinearVector4i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4i data type and linear interpolation. More...
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SplineBezierInt32 * | createSplineBezierInt32 (const char *name=nullptr) |
| Creates a spline in this animation system using int32_t data type and Bezier interpolation. More...
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SplineBezierFloat * | createSplineBezierFloat (const char *name=nullptr) |
| Creates a spline in this animation system using float data type and Bezier interpolation. More...
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SplineBezierVector2f * | createSplineBezierVector2f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2f data type and Bezier interpolation. More...
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SplineBezierVector3f * | createSplineBezierVector3f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3f data type and Bezier interpolation. More...
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SplineBezierVector4f * | createSplineBezierVector4f (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4f data type and Bezier interpolation. More...
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SplineBezierVector2i * | createSplineBezierVector2i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector2i data type and Bezier interpolation. More...
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SplineBezierVector3i * | createSplineBezierVector3i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector3i data type and Bezier interpolation. More...
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SplineBezierVector4i * | createSplineBezierVector4i (const char *name=nullptr) |
| Creates a spline in this animation system using Vector4i data type and Bezier interpolation. More...
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Animation * | createAnimation (const AnimatedProperty &animatedProperty, const Spline &spline, const char *name=nullptr) |
| Creates Animation that can animate given property using given spline. More...
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AnimationSequence * | createAnimationSequence (const char *name=nullptr) |
| Creates AnimationSequence that can hold references to multiple animations and control them together. More...
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status_t | destroy (AnimationObject &animationObject) |
| Release an animation system object and its data. The object must be owned by this animation system. The reference to this object is no longer valid after it is destroyed. More...
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AnimatedProperty * | createAnimatedProperty (const Node &propertyOwner, EAnimatedProperty property, EAnimatedPropertyComponent propertyComponent=EAnimatedPropertyComponent_All, const char *name=nullptr) |
| Create a new animated property for Node. More...
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AnimatedProperty * | createAnimatedProperty (const UniformInput &propertyOwner, const Appearance &appearance, EAnimatedPropertyComponent propertyComponent=EAnimatedPropertyComponent_All, const char *name=nullptr) |
| Create a new animated property for Appearance's input. More...
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AnimatedProperty * | createAnimatedProperty (const DataObject &propertyOwner, EAnimatedPropertyComponent propertyComponent=EAnimatedPropertyComponent_All, const char *name=nullptr) |
| Create a new animated property for a DataObject. More...
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uint32_t | getNumberOfFinishedAnimationsSincePreviousUpdate () const |
| Get number of animations that were finished in current update round. The animation system collects finished animations between current and previous setTime/updateLocalTime call. More...
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const Animation * | getFinishedAnimationSincePreviousUpdate (uint32_t index) const |
| Get animation that was finished in current update round. The animation system collects finished animations between current and previous setTime/updateLocalTime call. More...
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Animation * | getFinishedAnimationSincePreviousUpdate (uint32_t index) |
| Get animation that was finished in current update round. The animation system collects finished animations between current and previous setTime/updateLocalTime call. More...
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const RamsesObject * | findObjectByName (const char *name) const |
| Get an object from the animation system by name. More...
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RamsesObject * | findObjectByName (const char *name) |
| Get an object from the animation system by name. More...
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sceneObjectId_t | getSceneObjectId () const |
| Returns scene object id which is automatically assigned at creation time of object and is unique within scope of one scene. More...
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sceneId_t | getSceneId () const |
| Returns sceneid to which this object belongs to. More...
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const char * | getName () const |
| Returns the name of the object. More...
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status_t | setName (const char *name) |
| Changes the name of the object. More...
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ERamsesObjectType | getType () const |
| Gets type of the object. More...
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bool | isOfType (ERamsesObjectType type) const |
| Checks if the object is of given type. More...
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status_t | validate () const |
| Generates verbose validation of the object. More...
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const char * | getValidationReport (EValidationSeverity minSeverity=EValidationSeverity_Info) const |
| Provides verbose report in human readable form generated by validate. More...
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const char * | getStatusMessage (status_t status) const |
| Get the string description for a status provided by a RAMSES API function. More...
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| StatusObject (const StatusObject &other)=delete |
| Deleted copy constructor. More...
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StatusObject & | operator= (const StatusObject &other)=delete |
| Deleted copy assignment. More...
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The AnimationSystemRealTime is a special version of AnimationSystem that is designed to use system time for animations.
In a Ramses distributed system the client and the renderer have their own copies of animation system. Real time animation system guarantees smooth animations without stuttering by giving the control of time updates to the renderer. The renderer updates the animation system using system time every frame.
The client animation system does not have to worry about updates as long as it is not making changes to the states and properties. Many animation related commands rely on the current time of the local animation system, it uses it as time stamp for some commands that are then distributed to the renderer. Therefore it is important to properly update the time of the local animation system before any change is made.
- Examples
- ramses-example-basic-animation-realtime/src/main.cpp, ramses-example-local-client-dcsm/src/main.cpp, ramses-example-local-client/src/main.cpp, ramses-example-local-displays/src/main.cpp, ramses-example-local-geometry-shaders/src/main.cpp, and ramses-example-local-viewport-link/src/main.cpp.