v1.0
Forces the viewports to update the position and appearance of
the objects in view (ie., a redraw of the UI). For example, you
could use this command to demo a script where you want the user to
be able to see each change as it is applied by the script (eg., for
translations, usually the display doesn't update until all
transformations have been executed).
Note: This is different from the functionality of SceneRefresh, which removes any temporary
values (ie., values that are inconsistent with the animation fcurve
that was set for those parameters).
Tip: To redraw the UI without logging the Refresh command to
history, use the Desktop.RedrawUI method
instead.
Refresh( [Time] ); |
Parameter | Type | Description |
---|---|---|
Time | Double | Frame at which to refresh
Default Value: Current frame |
' ' This example demonstrates the effect of the Refresh command by creating a few objects and ' then translating them all at once without refreshing and then again while refreshing. ' NewScene , false ' Set up some variables and constants to start Set oSmarmy = CreateObject( "XSI.Collection" ) iDisplacement = 0 Const MAX_ARMY = 19 ' This is just a utility loop that makes it easier adding a lot of elements to the scene For i = 0 To 19 ' Make a new soldier and add it to the army Set oSoldier = ActiveSceneRoot.AddNull() oSmarmy.Add oSoldier ' Get the array of position values for the soldier aPos = Array( oSoldier.posx.Value, oSoldier.posy.Value, oSoldier.posz.Value ) ' If we've already made half the army, position them in one direction If i >= (MAX_ARMY/2) Then oSoldier.posx.Value = aPos(0) + iDisplacement oSoldier.posy.Value = aPos(1) + iDisplacement oSoldier.posz.Value = aPos(2) + iDisplacement Else oSoldier.posx.Value = aPos(0) - iDisplacement oSoldier.posy.Value = aPos(1) - iDisplacement oSoldier.posz.Value = aPos(2) - iDisplacement End If ' When we're half done, we need to reset the displacement counter If iDisplacement = CInt(MAX_ARMY/2) Then iDisplacement = 0.1 Else iDisplacement = iDisplacement + 0.2 End If Next ' Now that our army is built, let's move them towards us a set at a time for a few steps. ' (The display looks like a bunch of crosses marching steadily forward.) move3Steps oSmarmy, true ' This will mark the separation between when they are advancing with/without refreshing For iMark = 0 To 59 Application.LogMessage " ---------- the army is coming ---------- " Next ' Do it again, this time without refreshing. ' (The display looks like a bunch of crosses jumping forward at once.) move3Steps oSmarmy, false sub move3Steps( in_collection, in_refresh_flag ) ' Local settings iStep = 0.25 Const STEP_LIMIT = 30 ' First clear the selection (just in case we get unwanted members) Selection.Clear ' Then set the selection according to the collection members specified Selection.SetAsText in_collection.GetAsText ' Now we can move everything at one (using a loop to make it easier) For j = 0 To STEP_LIMIT Translate , , , +iStep ' If the refresh flag is set, then refresh the scene If in_refresh_flag Then Refresh End If Next end sub |