Class: Sketchup::Animation Abstract
- Inherits:
-
Object
- Object
- Sketchup::Animation
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 example demonstrates a simple animation with implementation of
# the optional callback method stop, which is invoked
# by SketchUp during specific animation events.
class SimpleFloatAnimation
def initialize
@speed = 1.0 # Camera movement speed
puts "Animation initialized"
end
# Required method - called for each animation frame
def nextFrame(view)
# Move camera upward
new_eye = view.camera.eye
new_eye.z = new_eye.z + @speed
view.camera.set(new_eye, view.camera.target, view.camera.up)
view.show_frame
# Continue animation until reaching maximum height
return new_eye.z < 500.0
end
# Optional callback - called by SketchUp when animation is stopped
# Note: This method is called automatically by SketchUp and cannot
# be called directly to stop an animation
def stop
puts "Animation was stopped by SketchUp"
# Cleanup code when animation ends
end
end
# Add menu item to start the animation
UI.("Camera").add_item("Start Animation") {
animation = SimpleFloatAnimation.new
Sketchup.active_model.active_view.animation = animation
}
# To stop the animation programmatically:
UI.("Camera").add_item("Stop Animation") {
# Setting animation to nil will trigger the stop method in our animation class
Sketchup.active_model.active_view.animation = nil
}
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
Managing Multiple Animations:
While only one animation object can be active on a View at any given time, you can create a composite animation class to manage multiple animations simultaneously. This approach allows you to animate different elements, such as objects and the camera, within a single animation framework.
Example: Combining Animations
class CombinedAnimation
def initialize(object_animation, camera_animation)
@object_animation = object_animation
@camera_animation = camera_animation
end
def nextFrame(view)
@object_animation.nextFrame(view)
@camera_animation.nextFrame(view)
true
end
end
# Usage
object_animation = RotateAnimation.new
camera_animation = RotateCamera.new(0.01)
combined_animation = CombinedAnimation.new(object_animation, camera_animation)
Sketchup.active_model.active_view.animation = combined_animation
Instance Method Summary # collapse
-
#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 Sketchup::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 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.