#include <thread>
 
{
    
    float vertexPositionsData[] = { -0.3f, 0.f, -0.3f, 0.3f, 0.f, -0.3f, 0.f, 0.3f, -0.3f };
 
    uint16_t indexData[] = { 0, 1, 2 };
 
    
 
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
    
 
}
 
int main(
int argc, 
char* argv[])
 
{
    
    {
        
        camera->setFrustum(19.f, 1280.f / 480.f, 0.1f, 1500.f);
        camera->setTranslation(0.0f, 0.0f, 5.0f);
 
        float vertexPositionsArray[] = { -0.5f, -0.5f, -1.f, 0.5f, -0.5f, -1.f, -0.5f, 0.5f, -1.f, 0.5f, 0.5f, -1.f };
 
        float textureCoordsArray[] = { 0.f, 1.f, 1.f, 1.f, 0.f, 0.f, 1.f, 0.f };
 
        uint16_t indicesArray[] = { 0, 1, 2, 2, 1, 3 };
 
            *texture);
 
 
 
 
 
 
 
        
 
 
 
 
    }
 
    
    {
 
        
        
 
        
        ramses::Node* loadedScaleNode = ramses::RamsesUtils::TryConvert<ramses::Node>(*loadedObject);
 
 
        framework.connect();
 
 
 
        loadedAnimSystem->
setTime(currTimeState + 3333u);
 
 
        std::this_thread::sleep_for(std::chrono::seconds(30));
 
        framework.disconnect();
    }
    return 0;
}
The AnimatedProperty holds a reference to data that can be animated.
Definition: AnimatedProperty.h:20
 
The AnimationSequence is a container for multiple animations. AnimationSequence has its own virtual t...
Definition: AnimationSequence.h:26
 
status_t addAnimation(const Animation &animation, sequenceTimeStamp_t startTimeInSequence=0u, sequenceTimeStamp_t stopTimeInSequence=0u)
Add animation to the sequence. Animation will be placed on to sequence time line at given time stamp ...
 
status_t setPlaybackSpeed(float playbackSpeed)
Sets sequence playback speed affecting all animations within the sequence. Default sequence playback ...
 
status_t setAnimationLooping(const Animation &animation, timeMilliseconds_t loopDuration=0)
Enables animation looping. When animation reaches last spline key (or loopDuration passes) it begins ...
 
status_t startAt(globalTimeStamp_t timeStamp)
Starts the sequence of animations at given time.
 
The AnimationSystem holds all animation related data.
Definition: AnimationSystem.h:57
 
AnimationSequence * createAnimationSequence(const char *name=nullptr)
Creates AnimationSequence that can hold references to multiple animations and control them together.
 
SplineLinearFloat * createSplineLinearFloat(const char *name=nullptr)
Creates a spline in this animation system using float data type and linear interpolation.
 
AnimatedProperty * createAnimatedProperty(const Node &propertyOwner, EAnimatedProperty property, EAnimatedPropertyComponent propertyComponent=EAnimatedPropertyComponent_All, const char *name=nullptr)
Create a new animated property for Node.
 
globalTimeStamp_t getTime() const
Gets the current animation system time. The time stamp retrieved is the time stamp that was previousl...
 
Animation * createAnimation(const AnimatedProperty &animatedProperty, const Spline &spline, const char *name=nullptr)
Creates Animation that can animate given property using given spline.
 
status_t setTime(globalTimeStamp_t timeStamp)
Sets the animation system to a given time. Any unsigned integral values that are used in an increment...
 
The Animation combines spline with one or more AnimatedProperty instances and allows control of the a...
Definition: Animation.h:22
 
The Appearance describes how an object should look like. This includes GLSL uniform values,...
Definition: Appearance.h:34
 
status_t setInputTexture(const UniformInput &input, const TextureSampler &textureSampler)
Sets texture sampler to the input.
 
The ArrayResource stores a data array of a given type. The data is immutable. The resource can be use...
Definition: ArrayResource.h:26
 
status_t setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height)
Sets the viewport to be used when rendering with this camera.
 
An effect description holds all necessary information for an effect to be created.
Definition: EffectDescription.h:21
 
status_t setVertexShaderFromFile(const char *shaderSourceFileName)
Reads and sets vertex shader source from file.
 
status_t setUniformSemantic(const char *inputName, EEffectUniformSemantic semanticType)
Sets an uniform semantic. Used for uniforms which are not locally available on the client,...
 
status_t setFragmentShaderFromFile(const char *shaderSourceFileName)
Reads and sets fragment shader source from file.
 
An effect describes how an object will be rendered to the screen.
Definition: Effect.h:26
 
status_t findUniformInput(const char *inputName, UniformInput &uniformInput) const
Finds uniform input by input name.
 
status_t findAttributeInput(const char *inputName, AttributeInput &attributeInput) const
Finds attribute input by input name.
 
A geometry binding together with an appearance describe how an object will be rendered to the screen.
Definition: GeometryBinding.h:25
 
status_t setIndices(const ArrayResource &indicesResource)
Assign a data array with data type UInt16 or UInt32 to be used when accessing vertex data.
 
status_t setInputBuffer(const AttributeInput &attributeInput, const ArrayResource &arrayResource, uint32_t instancingDivisor=0)
Assign a data array resource to a given effect attribute input.
 
The MeshNode holds all information which is needed to render an object to the screen.
Definition: MeshNode.h:25
 
status_t setAppearance(Appearance &appearance)
Sets the Appearance of the MeshNode.
 
status_t setGeometryBinding(GeometryBinding &geometry)
Sets the GeometryBinding of the MeshNode.
 
The Node is the base class of all nodes and provides scene graph functionality which propagates to it...
Definition: Node.h:23
 
status_t setScaling(float x, float y, float z)
Sets the absolute scale in all three dimensions.
 
status_t addChild(Node &node)
Adds child Node to this node.
 
Entry point of RAMSES client API.
Definition: RamsesClient.h:34
 
Class representing ramses framework components that are needed to initialize an instance of ramses cl...
Definition: RamsesFramework.h:35
 
The RamsesObject is a base class for all client API objects owned by the framework.
Definition: RamsesObject.h:21
 
static Texture2D * CreateTextureResourceFromPng(const char *pngFilePath, Scene &scene, const TextureSwizzle &swizzle={}, const char *name=nullptr)
Creates a Texture from the given png file.
 
The RenderGroup is a container used to collect renderables which are supposed to be rendered together...
Definition: RenderGroup.h:31
 
status_t addMeshNode(const MeshNode &mesh, int32_t orderWithinGroup=0)
Add a mesh to this RenderGroup. If a mesh is already contained in this RenderGroup only its render or...
 
The RenderPass is a container used to collect meshes which are supposed to be rendered together.
Definition: RenderPass.h:31
 
status_t setCamera(const Camera &camera)
Set the camera to use for rendering the objects of this renderpass.
 
status_t setClearFlags(uint32_t clearFlags)
Set the clear flags which enable/disable the clearing of the render target assigned to this RenderPas...
 
status_t addRenderGroup(const RenderGroup &renderGroup, int32_t orderWithinPass=0)
Add a RenderGroup to this RenderPass for rendering.
 
The SceneConfig holds a set of parameters to be used when creating a scene.
Definition: SceneConfig.h:22
 
The Scene holds a scene graph. It is the essential class for distributing content to the ramses syste...
Definition: Scene.h:83
 
MeshNode * createMeshNode(const char *name=nullptr)
Creates a scene graph MeshNode. MeshNode is a Node with additional properties and bindings that repre...
 
Effect * createEffect(const EffectDescription &effectDesc, resourceCacheFlag_t cacheFlag=ResourceCacheFlag_DoNotCache, const char *name=nullptr)
Create a new Effect by parsing a GLSL shader described by an EffectDescription instance....
 
Node * createNode(const char *name=nullptr)
Creates a scene graph node. The basic purpose of Node is to define topology in scene graph by links t...
 
status_t unpublish()
Unpublish the scene from the ramses system.
 
GeometryBinding * createGeometryBinding(const Effect &effect, const char *name=nullptr)
Creates a new GeometryBinding.
 
ArrayResource * createArrayResource(EDataType type, uint32_t numElements, const void *arrayData, resourceCacheFlag_t cacheFlag=ResourceCacheFlag_DoNotCache, const char *name=nullptr)
Create a new ArrayResource. It makes a copy of the given data of a certain type as a resource,...
 
status_t publish(EScenePublicationMode publicationMode=EScenePublicationMode_LocalAndRemote)
Publishes the scene to the ramses system.
 
status_t saveToFile(const char *fileName, bool compress) const
Saves all scene contents to a file.
 
RenderPass * createRenderPass(const char *name=nullptr)
Create a render pass in the scene.
 
Appearance * createAppearance(const Effect &effect, const char *name=nullptr)
Creates a new Appearance.
 
AnimationSystem * createAnimationSystem(uint32_t flags=EAnimationSystemFlags_Default, const char *name=nullptr)
Create a new animation system. The animation system will be updated on renderer side after calls to A...
 
status_t destroy(SceneObject &object)
Destroys a previously created object using this scene The object must be owned by this scene in order...
 
RenderGroup * createRenderGroup(const char *name=nullptr)
Create a RenderGroup instance in the scene.
 
PerspectiveCamera * createPerspectiveCamera(const char *name=nullptr)
Creates a Perspective Camera in this Scene.
 
const RamsesObject * findObjectByName(const char *name) const
Get an object from the scene by name.
 
status_t flush(sceneVersionTag_t sceneVersionTag=InvalidSceneVersionTag)
Commits all changes done to the scene since the last flush or since scene creation....
 
TextureSampler * createTextureSampler(ETextureAddressMode wrapUMode, ETextureAddressMode wrapVMode, ETextureSamplingMethod minSamplingMethod, ETextureSamplingMethod magSamplingMethod, const Texture2D &texture, uint32_t anisotropyLevel=1, const char *name=nullptr)
Creates a texture sampler object.
 
The SplineLinearFloat stores spline keys of type float that can be used for animation with linear int...
Definition: SplineLinearFloat.h:21
 
status_t setKey(splineTimeStamp_t timeStamp, float value)
Sets a spline key at given time with given value.
 
Helper class to create strongly typed values out of various types.
Definition: StronglyTypedValue.h:23
 
Texture represents a 2-D texture resource.
Definition: Texture2D.h:24
 
The TextureSampler holds a texture and its sampling parameters.
Definition: TextureSampler.h:29
 
The RAMSES namespace contains all client side objects and functions used to implement RAMSES applicat...
Definition: AnimatedProperty.h:15
 
@ ETextureSamplingMethod_Linear
Definition: TextureEnums.h:21
 
@ ETextureAddressMode_Repeat
Definition: TextureEnums.h:33
 
@ EAnimatedPropertyComponent_Y
Definition: AnimatedProperty.h:67
 
@ EAnimatedPropertyComponent_X
Definition: AnimatedProperty.h:66
 
@ EAnimatedProperty_Translation
Definition: AnimatedProperty.h:76
 
uint64_t globalTimeStamp_t
Definition: AnimationTypes.h:17
 
@ EClearFlags_None
Definition: RamsesFrameworkTypes.h:257
 
@ EAnimationSystemFlags_Default
Definition: AnimationSystemEnums.h:19
 
@ ModelViewProjectionMatrix
Model-view-projection matrix 4x4.
 
@ Vector2F
two components of type float per data element
 
@ UInt16
one component of type uint16_t per data element
 
@ Vector3F
three components of type float per data element
 
constexpr const resourceCacheFlag_t ResourceCacheFlag_DoNotCache
Requests the render to not cache a resource. This is the default value.
Definition: RamsesFrameworkTypes.h:212
 
int main(int argc, char *argv[])
Definition: main.cpp:21
 
void initializeAnimationContent(ramses::Scene &scene, ramses::RenderGroup &renderGroup)
Definition: main.cpp:18