1 #ifndef __FBEVALUATEMANAGER_H__
2 #define __FBEVALUATEMANAGER_H__
48 #define FBSDK_DLL K_DLLIMPORT
54 #ifdef FBSDKUseNamespace
155 void InvalidateDAG();
160 bool IsInteractiveMode()
const;
209 #ifdef FBSDKUseNamespace
PropertyEvent: Base event class.
#define __FBClassDeclare(Name, Parent)
For internal use only.
FBPropertyBool ParallelDeformation
Read/Write Property: true if deformation is evaluated in parallel.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
PropertyEvent: Callback at evaluation pipeline (for kFBGlobalEvalCallbackBeforeRender, kFBGlobalEvalCallbackAfterRender)
FBPropertyEventCallbackSynPoint OnSynchronizationEvent
For callback events at synchronization point.
Invoked in rendering pipeline, before any rendering tasks start (immediately after clearing GL back b...
No parallel schedule, use sequential evaluation order instead.
Advanced parallel schedule, task dependency analyzation will be able to across ative constraint...
FBPropertyInt NodeCount
Read only Property: Number of nodes to evaluate.
Simple parallel schedule, mainly analyze the task dependency based on Motion Hierarchy (scene graph)...
class FBPropertyBase< int, kFBPT_int > FBPropertyInt
Property: int
FBPropertyEventCallbackRenderPipeline OnRenderingPipelineEvent
For callback events at rendering pipeline.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
Invoked when both evaluation & rendering pipelines / threads are stopped.
PropertyEvent: Callback at synchronization point (for kFBGlobalEvalCallbackSyn)
FBParallelScheduleType
DEPRICATED use ParallelEvaluation on FBEvaluateManager insteadAvailable DAG parallel schedule algori...
PropertyEvent: Callback at evaluation pipeline (for kFBGlobalEvalCallbackBeforeDAG, kFBGlobalEvalCallbackAfterDAG, kFBGlobalEvalCallbackAfterDeform, kFBGlobalEvalCallbackBeforePlottingFrame and kFBGlobalEvalCallbackAfterPlottingFrame)
class FBPropertyBaseEnum< enum FBParallelScheduleType > FBPropertyParallelScheduleType
Invoked after plotting a frame.
FBPropertyBool ParallelEvaluation
Read/Write Property: true if parallel DAG schedule algorithm is being used.
FBPropertyBool UseGPUDeformation
Read/Write Property: true if GPU deformation is used.
Invoked before plotting a frame.
void FBSchedulingDependencyOutput(bool pEnable)
Debug function for MT dependency debug.
FBPropertyEventCallbackEvalPipeline OnEvaluationPipelineEvent
For callback events at evaluation pipeline.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Invoked in rendering pipeline, after any rendering tasks finish (just before swapping GL back/front b...
Event: Global Evaluation pipeline critical timing callback event.
Invoked after all DAG (Transformation & Deformation) evaluation tasks finished in evaluation pipeline...
#define FBSDKNamespace
FBSDKNamespace define.
FBPropertyBool DualQuaternionSkinning
Read/Write Property: Using state of the Dual Quaternion for skinning (CPU Skinning or GPU Skinning)...
MotionBuilder SDK base class.
FBPropertyBool FrameSkipOptimization
Read/Write Property: if true, apply frame skip optimization during playback.
FBPropertyParallelScheduleType ParallelScheduleType
DEPRICATED Read/Write Property: choose between serial and parallel DAG schedule algorithm.
Invoked after all deformation tasks finished in evaluation pipeline / thread.
FBGlobalEvalCallbackTiming
Global Evaluation callback timing.
void(* kFBEvaluationGlobalFunctionCallback)(FBEvaluateInfo *pEvaluteInfo)
AnimationNodeNotify evaluation information.
FBPropertyInt DeviceCount
Read only Property: Number of devices to evaluate.
Invoked before any DAG (Transformation & Deformation) evaluation tasks started in evaluation pipeline...
FBPropertyBool ParallelPipeline
Read/Write Property: true if transformation is evaluated in parallel.
void(ICallback::* kICallbackHandler)(HIRegister pCaller, HKEventBase pEvent)
class FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool