mor.reduction.container.objToAnimate.ObjToAnimate
- class ObjToAnimate(location, animFct='defaultShaking', item=None, duration=-1, **params)[source]
Bases:
objectClass allowing us to store in 1 object all the information about a specific animation
Args
argument
type
definition
location
Str
Path to obj/node we want to animate
animFct
Str
Name of our function we want to use to animate. During execution of the Sofa Scene, it will import the module mor.animation.animFct where your function has to be located in order to be used.
item
Sofa.Node Sofa.Obj
pointer to Sofa node/obj in which we are working on (will be set during execution).
duration
seconde
(in float)
Total time in second of the animation (put by default to -1 & will be calculated & set later during the execution)
**params
undefined
You can put in addition whatever parameters you will need for your specific animation function, they will be passed to the animFct you have chosen during execution See
mor.animationfor the specific parameters you need to give to each animation functionExample
To use the animation
defaultShakingthis is how you declare yourObjToAnimate:ObjToAnimate( "myNodeToReduce/myComponentToAnimate", "defaultShaking", incr= 5, incrPeriod= 10, rangeOfAction= 40, dataToWorkOn= NameOfDataFieldsToWorkOn)
or for default behavior
ObjToAnimate( "myNodeToReduce/myComponentToAnimate", incr=5,incrPeriod=10,rangeOfAction=40)
Methods