Changes between Version 9 and Version 10 of AnimationCommands


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Timestamp:
Jun 21, 2011, 11:39:38 PM (15 years ago)
Author:
Darren Weber
Comment:

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  • AnimationCommands

    v9 v10  
    5555
    5656 2. Have a special scene name that always means the current scene.  Then "animate" could be used with the syntax of Elaine's proposal (see below) to go from the current scene to any other.
    57 
    58 
    59 ==== Implementation note ====
    60 
    61 r33799 provides revisions to 'scene' command:
    62 {{{
    63 scene <scene-name> save
    64 scene <scene-name> reset
    65 scene <scene-name> reset <intFrames>
    66 scene list
    67 ~scene <scene-name>
    68 ~scene all
    69 }}}
    70 
    71 Notes:
    72  - args to (scene | ~scene) are comprised of any non-whitespace characters, unless they are 'action' keywords (list | save | reset | all) or otherwise noted below.  It is possible to save a scene called 'scene' using "{{{scene scene save}}}", or a scene called 'save' using "{{{scene save save}}}", but it is never possible to save a scene named 'list'.
    73  - Unless the first arg to 'scene' is 'list', it must be a <scene-name> (there is no default) and the 'save' or 'reset' action is required (there is no default).
    74  - For reset, it is an error to specify a <scene-name> that was not previously saved.
    75  - The <intFrames> argument to reset is optional, the default is 1 frame; when it is given, it must be an integer (the value provided is cast using {{{int()}}}).
    76  - The reset command effects a transition from the current display state to a saved <scene-name> state.
    77  - When transition commands are defined and implemented, the scene command set might be augmented with a transition name:
    78  {{{
    79 scene <scene-name> reset [<intFrames>[,<trans-name>]]
    80  }}}
    81 
    82 
    8357
    8458
     
    154128    a - all of the above
    155129}}}
     130
     131
     132== Implementation Notes ==
     133
     134All the commands have been defined based on prior experience with savepos/reset/fly, regardless of the implementation status for all their features in the animate extension.  At present (June 2011), to avoid confusion for daily-build users, the 'transition' and 'animate' commands are disabled in the ChimeraExtension.py, until the animate extension can implement everything to support these commands (work in progress).
     135
     136=== scene command ===
     137
     138r33799 provides the following 'scene' command:
     139{{{
     140scene <scene-name> save
     141scene <scene-name> reset
     142scene <scene-name> reset <intFrames>
     143scene list
     144~scene <scene-name>
     145~scene all
     146}}}
     147
     148Notes:
     149 - args to (scene | ~scene) are comprised of any non-whitespace characters, unless they are 'action' keywords (list | save | reset | all) or otherwise noted below.  It is possible to save a scene called 'scene' using "{{{scene scene save}}}", or a scene called 'save' using "{{{scene save save}}}", but it is never possible to save a scene named 'list'.
     150 - Unless the first arg to 'scene' is 'list', it must be a <scene-name> (there is no default) and the 'save' or 'reset' action is required (there is no default).
     151 - For reset, it is an error to specify a <scene-name> that was not previously saved.
     152 - The <intFrames> argument to reset is optional, the default is 1 frame; when it is given, it must be an integer (the value provided is cast using {{{int()}}}).
     153 - The reset command effects a transition from the current display state to a saved <scene-name> state.
     154 - When transition commands are defined and implemented, the scene command set might be augmented with a transition name:
     155 {{{
     156scene <scene-name> reset [<intFrames>[,<trans-name>]]
     157 }}}
     158
     159=== transition command ===
     160
     161Implemented in r33819 - that completes the first approximation for an implementation of all the animation commands.
     162
     163=== animate command ===
     164
     165Implemented in r33819.
     166
     167In order to provide reliability in parsing the animate command, the comma in the [frameN[,trans-name]] construct is required to specify any trans-name.  Moreover, whenever a comma is present in the command arguments, it must be preceded by a frameN argument and followed by a trans-name argument, with no whitespace allowed between any of these elements.  Hence, to specify a scene animation that will use the master-frames but a different trans-name, it is necessary to use a '0' in the place of the framesN argument.  For example, "{{{animate 10,snap scene1 0,linear scene2}}}" will result in master-frames=10, master-trans=snap and scene2 will have 10 frames (not zero frames, that's impossible), with a 'linear' transition instead of a 'snap' master transition.