Public Member Functions | Public Attributes | Friends

FBAnimationNode Class Reference

This reference page is linked to from the following overview topics: Your First Python Program, Naming Conventions, FBProperty - Object Properties, FBCamera - Cameras, Animation, Model templates.


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Detailed Description

Definition at line 481 of file fbdata.h.

#include <fbdata.h>

Inheritance diagram for FBAnimationNode:
Inheritance graph
[legend]

List of all members.

Public Member Functions

  FBAnimationNode (char *pName=NULL, HIObject pObject=NULL)
  Constructor.
void  KeyAdd (FBTime &pTime, double *pData)
  Add a key to the animation node.
void  KeyAdd (double *pData)
  Add a key to the animation node at current time.
bool  SetCandidate (double *Data)
  Set the current candidate values for current time.
void  SetBufferType (bool pGlobal)
  Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.
void  KeyCandidate ()
  Keys the current candidate values for current time.
int  GetSizeOfData ()
  Get sizeof void Data Ptr.
int  GetDataDoubleArrayCount ()
  If the DataPtr is of numeric value type ...
bool  WriteData (double *Data, HFBEvaluateInfo pEvaluateInfo)
  Write data to animation node.
bool  WriteGlobalData (double *Data, HFBEvaluateInfo pEvaluateInfo)
  Write global data to animation node.
bool  ReadData (double *Data, HFBEvaluateInfo pEvaluateInfo)
  Read data from animation node.
bool  ReadData (double *Data, FBTime pTime)
  Read data from animation node.
bool  ReadData (double *Data)
  Read the last data evaluated for this animation node ...
bool  Evaluate (double *Data, FBTime pTime, bool pEvaluateCandidate=true)
  Evaluate the animation node data for a given time.
bool  IsKey ()
  Verifies if there is a key at the current.
void  KeyRemove ()
  Remove key at current time.
HFBAnimationNode  GetAnimationToRecord ()
  Get animation node to record to.
HFBAnimationNode  GetAnimationToPlay ()
  Get animation node to play from.
FBTime  ConvertGlobalToNodeTime (FBTime &pKeyTime)
  Convert global time to node time.
FBTime  ConvertNodeToGlobalTime (FBTime &pKeyTime)
  Convert node time to global time.

Public Attributes

FBPropertyString  Label
  Read Write Property: Label (UI Name).
FBPropertyString  UserName
  Read Only Property: Name of animation node.
FBPropertykReference  Reference
  Read Write Property: User-defined reference.
FBPropertyInt  KeyCount
  Read Only Property: Number of keys.
FBPropertyFCurve  FCurve
  Read Write Property: FCurve for animation.
FBPropertyBool  Live
  Read Write Property: Is animation live?
FBPropertyBool  RecordMode
  Read Write Property: Is the node in recording mode (device connectors)?
FBPropertyAnimationNode  Parent
  Read Only Property: Parent animation node.
FBPropertyInterpolation  DefaultInterpolation
  Read Write Property: Default type of interpolation.
FBPropertyListAnimationNode  Nodes
  List: List of animation nodes.
FBPropertyEventAnimationNode  OnChange
  Event: Called when the value of this property is modified

Friends

class  FBBox

Constructor & Destructor Documentation

FBAnimationNode ( char *  pName = NULL,
HIObject  pObject = NULL 
)

Constructor.

Parameters:
pName Name of animation node (default is NULL).
pObject For internal use only (default is NULL).

Member Function Documentation

void KeyAdd ( FBTime pTime,
double *  pData 
)

Add a key to the animation node.

Parameters:
pTime Time to add key at.
pData Value of data to add at pTime.
void KeyAdd ( double *  pData )

Add a key to the animation node at current time.

Parameters:
pData Value of data to add.
bool SetCandidate ( double *  Data )

Set the current candidate values for current time.

Returns:
true if successful.
void SetBufferType ( bool  pGlobal )

Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.

Parameters:
pGlobal Is buffer local or global.
void KeyCandidate ( )

Keys the current candidate values for current time.

int GetSizeOfData ( )

Get sizeof void Data Ptr.

int GetDataDoubleArrayCount ( )

If the DataPtr is of numeric value type ...

get the size of the array ex: Light Intensity:1, Translation 3

Returns:
Size of DataPtr array.
bool WriteData ( double *  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Write data to animation node.

Parameters:
Data Data to write to animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool WriteGlobalData ( double *  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Write global data to animation node.

Parameters:
Data Data to write to animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool ReadData ( double *  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Read data from animation node.

Parameters:
Data Data to read from animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool ReadData ( double *  Data,
FBTime  pTime 
)

Read data from animation node.

Parameters:
Data Data to read from animation node.
pTime Time to read.
Returns:
true if successful.

This will launch a new evaluation buffer to read the data and therefore this call is only safe if it is executed from the main thread, e.g. within a tool. In all other cases, you should use ReadData( double *Data, HFBEvaluateInfo pEvalInfo );

bool ReadData ( double *  Data )

Read the last data evaluated for this animation node ...

this call doesn't generate a pull on the connection attached to this AnimationNode. No validation is done on the pointer size. You must provide a buffer that is at least GetSizerOfData() size.

Parameters:
Data Data to read from animation node.
Returns:
true if successful.
bool Evaluate ( double *  Data,
FBTime  pTime,
bool  pEvaluateCandidate = true 
)

Evaluate the animation node data for a given time.

Parameters:
Data Data to read from animation node.
pTime Time to evaluate the node.
pEvaluateCandidate Do evaluate the candidate or not.
Returns:
Status of animation node.
bool IsKey ( )

Verifies if there is a key at the current.

Returns:
true if there is a key at the current time.
void KeyRemove ( )

Remove key at current time.

HFBAnimationNode GetAnimationToRecord ( )

Get animation node to record to.

Returns:
Animation node to record to.
HFBAnimationNode GetAnimationToPlay ( )

Get animation node to play from.

Returns:
Animation node to be played.
FBTime ConvertGlobalToNodeTime ( FBTime pKeyTime )

Convert global time to node time.

(NOTE: Only used in the context of a story clip)

Parameters:
pKeyTime Time of the key to convert.
FBTime ConvertNodeToGlobalTime ( FBTime pKeyTime )

Convert node time to global time.

(NOTE: Only used in the context of a story clip)

Parameters:
pKeyTime Time of the key to convert.

Friends And Related Function Documentation

friend class FBBox [friend]

Definition at line 618 of file fbdata.h.


Member Data Documentation

Read Write Property: Label (UI Name).

Definition at line 604 of file fbdata.h.

Read Only Property: Name of animation node.

Definition at line 605 of file fbdata.h.

Read Write Property: User-defined reference.

Definition at line 606 of file fbdata.h.

Read Only Property: Number of keys.

Definition at line 607 of file fbdata.h.

FBPropertyFCurve FCurve

Read Write Property: FCurve for animation.

Definition at line 608 of file fbdata.h.

Read Write Property: Is animation live?

Definition at line 609 of file fbdata.h.

Read Write Property: Is the node in recording mode (device connectors)?

Definition at line 610 of file fbdata.h.

FBPropertyAnimationNode Parent

Read Only Property: Parent animation node.

Definition at line 611 of file fbdata.h.

FBPropertyInterpolation DefaultInterpolation

Read Write Property: Default type of interpolation.

Definition at line 612 of file fbdata.h.

List: List of animation nodes.

Definition at line 614 of file fbdata.h.

Event: Called when the value of this property is modified

Definition at line 616 of file fbdata.h.


The documentation for this class was generated from the following file:

FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode
FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode FBAnimationNode