Class: Sketchup::Animation Abstract
Relationships | |
Inherits: | Object |
Overview
Implement the methods described in this class to create a an animation. You can not sub-class this class because it is not defined by the API.
The Animation
interface is implemented to create animations inside SketchUp. At any given time, a single animation can be active on a View
. To make your own, build a Ruby class that contains the methods described below:
# This is an example of a simple animation that floats the camera up to
# a z position of 200". The only required method for an animation is
# nextFrame. It is called whenever you need to show the next frame of
# the animation. If nextFrame returns false, the animation will stop.
class FloatUpAnimation
def nextFrame(view)
new_eye = view.camera.eye
new_eye.z = new_eye.z + 1.0
view.camera.set(new_eye, view.camera.target, view.camera.up)
view.show_frame
return new_eye.z < 500.0
end
end
# This adds an item to the Camera menu to activate our custom animation.
UI. ("Camera").add_item("Run Float Up Animation") {
Sketchup.active_model.active_view.animation = FloatUpAnimation.new
}
Animation
objects are activated by using the View#animation= method on a View
object. To stop an animation set the view’s animation object to nil
, like so:
Sketchup.active_model.active_view.animation = nil
Instance Method Summary
-
#nextFrame(view) ⇒ Boolean
The #nextFrame method is invoked by SketchUp to tell the animation to display its next frame.
-
#pause ⇒ nil
The #pause method is invoked by SketchUp when the animation is paused.
-
#resume ⇒ nil
The #resume method is invoked by SketchUp when the animation is resumed after being paused.
-
#stop ⇒ nil
The #stop method is invoked by SketchUp when the animation is stopped.
Instance Method Details
#nextFrame(view) ⇒ Boolean
The #nextFrame
method is invoked by SketchUp to tell the animation to display its next frame. This method should set up the camera and then call View#show_frame.
The #nextFrame
method is the only required method of the Animation
interface that you must implement.
#pause ⇒ nil
The user interface for pausing and resuming animations isn’t integrated with the Ruby API in the current version, so this method is probably not useful to you.
The #pause
method is invoked by SketchUp when the animation is paused.
This method is optional (you do not need to implement this method unless you want to perform some specialized function when the animation is paused). You cannot call this method in your code explicitly and expect an animation to pause, only certain SketchUp events cause the method to be called.
#resume ⇒ nil
The user interface for pausing and resuming animations isn’t integrated with the Ruby API in the current version, so this method is probably not useful to you.
The #resume
method is invoked by SketchUp when the animation is resumed after being paused.
This method is optional (you do not need to implement this method unless you want to perform some specialized function when the animation is resumed). You cannot call this method in your code explicitly and expect an animation to stop, only certain SketchUp events cause the method to be called.
#stop ⇒ nil
Do not call #Sketchup::View#animation=
from this method. This will cause a recursive loop and crash SketchUp 2017 and earlier versions. As of SketchUp 2018 this will raise a RunTimeError
.
The #stop
method is invoked by SketchUp when the animation is stopped.
This method is optional (you do not need to implement this method unless you want to perform some specialized function when the animation is stopped). You cannot call this method in your code explicitly and expect an animation to stop, only certain SketchUp events cause the method to be called.
Perhaps the most common way for this method to be called is when your Ruby code sets View#animation= to nil
. See the class comments for an example of this.