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.
#include <fbdata.h>
Public Member Functions |
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FBAnimationNode (char *pName=NULL, HIObject pObject=NULL) | |
Constructor. |
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void | KeyAdd (FBTime &pTime, double *pData) |
Add a key to the animation node. |
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void | KeyAdd (double *pData) |
Add a key to the animation node at current
time. |
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bool | SetCandidate (double *Data) |
Set the current candidate values for current
time. |
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void | SetBufferType (bool pGlobal) |
Set buffer type for
ANIMATIONNODE_TYPE_LOCAL_TRANSLATION,
ANIMATIONNODE_TYPE_LOCAL_ROTATION and
ANIMATIONNODE_TYPE_LOCAL_SCALE. |
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void | KeyCandidate () |
Keys the current candidate values for
current time. |
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int | GetSizeOfData () |
Get sizeof void Data Ptr. |
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int | GetDataDoubleArrayCount () |
If the DataPtr is of numeric value type ...
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bool | WriteData (double *Data, HFBEvaluateInfo pEvaluateInfo) |
Write data to animation node. |
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bool | WriteGlobalData (double *Data, HFBEvaluateInfo pEvaluateInfo) |
Write global data to animation node.
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bool | ReadData (double *Data, HFBEvaluateInfo pEvaluateInfo) |
Read data from animation node. |
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bool | ReadData (double *Data, FBTime pTime) |
Read data from animation node. |
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bool | ReadData (double *Data) |
Read the last data evaluated for this
animation node ... |
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bool | Evaluate (double *Data, FBTime pTime, bool pEvaluateCandidate=true) |
Evaluate the animation node data for a given
time. |
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bool | IsKey () |
Verifies if there is a key at the current.
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void | KeyRemove () |
Remove key at current time. |
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HFBAnimationNode | GetAnimationToRecord () |
Get animation node to record to. |
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HFBAnimationNode | GetAnimationToPlay () |
Get animation node to play from. |
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FBTime | ConvertGlobalToNodeTime (FBTime &pKeyTime) |
Convert global time to node time. |
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FBTime | ConvertNodeToGlobalTime (FBTime &pKeyTime) |
Convert node time to global time. |
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Public Attributes |
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FBPropertyString | Label |
Read Write Property: Label (UI Name).
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FBPropertyString | UserName |
Read Only Property: Name of animation
node. |
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FBPropertykReference | Reference |
Read Write Property: User-defined
reference. |
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FBPropertyInt | KeyCount |
Read Only Property: Number of keys.
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FBPropertyFCurve | FCurve |
Read Write Property: FCurve for
animation. |
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FBPropertyBool | Live |
Read Write Property: Is animation
live? |
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FBPropertyBool | RecordMode |
Read Write Property: Is the node in
recording mode (device connectors)? |
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FBPropertyAnimationNode | Parent |
Read Only Property: Parent animation
node. |
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FBPropertyInterpolation | DefaultInterpolation |
Read Write Property: Default type of
interpolation. |
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FBPropertyListAnimationNode | Nodes |
List: List of animation nodes.
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FBPropertyEventAnimationNode | OnChange |
Event: Called when the value of this
property is modified |
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Friends |
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class | FBBox |
FBAnimationNode | ( | char * | pName = NULL , |
HIObject | pObject =
NULL |
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) |
Constructor.
pName | Name of animation node (default is NULL). |
pObject | For internal use only (default is NULL). |
void KeyAdd | ( | FBTime & | pTime, |
double * | pData | ||
) |
Add a key to the animation node.
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.
pData | Value of data to add. |
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.
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
bool WriteData | ( | double * | Data, |
HFBEvaluateInfo | pEvaluateInfo | ||
) |
Write data to animation node.
Data | Data to write to animation node. |
pEvaluateInfo | Node evaluation information (access to system and local time). |
bool WriteGlobalData | ( | double * | Data, |
HFBEvaluateInfo | pEvaluateInfo | ||
) |
Write global data to animation node.
Data | Data to write to animation node. |
pEvaluateInfo | Node evaluation information (access to system and local time). |
bool ReadData | ( | double * | Data, |
HFBEvaluateInfo | pEvaluateInfo | ||
) |
Read data from animation node.
Data | Data to read from animation node. |
pEvaluateInfo | Node evaluation information (access to system and local time). |
bool ReadData | ( | double * | Data, |
FBTime | pTime | ||
) |
Read data from animation node.
Data | Data to read from animation node. |
pTime | Time to read. |
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.
Data | Data to read from animation node. |
bool Evaluate | ( | double * | Data, |
FBTime | pTime, | ||
bool | pEvaluateCandidate =
true |
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) |
Evaluate the animation node data for a given time.
Data | Data to read from animation node. |
pTime | Time to evaluate the node. |
pEvaluateCandidate | Do evaluate the candidate or not. |
bool IsKey | ( | ) |
Verifies if there is a key at the current.
void KeyRemove | ( | ) |
Remove key at current time.
HFBAnimationNode GetAnimationToRecord | ( | ) |
HFBAnimationNode GetAnimationToPlay | ( | ) |
Convert global time to node time.
(NOTE: Only used in the context of a story clip)
pKeyTime | Time of the key to convert. |
Convert node time to global time.
(NOTE: Only used in the context of a story clip)
pKeyTime | Time of the key to convert. |
friend class FBBox [friend] |
Read Write Property: Label (UI Name).
Read Only Property: Name of animation node.
Read Write Property: User-defined reference.
Read Only Property: Number of keys.
FBPropertyFCurve FCurve |
Read Write Property: FCurve for animation.
Read Write Property: Is animation live?
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.
Event: Called when the value of this property is modified