1 #ifndef __FBEVALUATEMANAGER_H__
2 #define __FBEVALUATEMANAGER_H__
48 #define FBSDK_DLL K_DLLIMPORT
54 #ifdef FBSDKUseNamespace
155 void InvalidateDAG();
160 bool IsInteractiveMode()
const;
209 #ifdef FBSDKUseNamespace
class FBPropertyBaseEnum< enum FBParallelScheduleType > FBPropertyParallelScheduleType
Invoked in rendering pipeline, after any rendering tasks finish (just before swapping GL back/front b...
#define __FBClassDeclare(Name, Parent)
For internal use only.
FBPropertyBool ParallelEvaluation
Read/Write Property: true if parallel DAG schedule algorithm is being used.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
Invoked after all DAG (Transformation & Deformation) evaluation tasks finished in evaluation pipeline...
FBGlobalEvalCallbackTiming
Global Evaluation callback timing.
void(* kFBEvaluationGlobalFunctionCallback)(FBEvaluateInfo *pEvaluteInfo)
FBPropertyBool UseGPUDeformation
Read/Write Property: true if GPU deformation is used.
AnimationNodeNotify evaluation information.
PropertyEvent: Callback at synchronization point (for kFBGlobalEvalCallbackSyn)
Invoked after all deformation tasks finished in evaluation pipeline / thread.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
MotionBuilder SDK base class.
FBPropertyBool FrameSkipOptimization
Read/Write Property: if true, apply frame skip optimization during playback.
FBPropertyEventCallbackSynPoint OnSynchronizationEvent
For callback events at synchronization point.
class FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
Invoked before any DAG (Transformation & Deformation) evaluation tasks started in evaluation pipeline...
FBPropertyInt DeviceCount
Read only Property: Number of devices to evaluate.
FBPropertyParallelScheduleType ParallelScheduleType
DEPRICATED Read/Write Property: choose between serial and parallel DAG schedule algorithm.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Invoked in rendering pipeline, before any rendering tasks start (immediately after clearing GL back b...
#define FBSDKNamespace
FBSDKNamespace define.
No parallel schedule, use sequential evaluation order instead.
PropertyEvent: Base event class.
Advanced parallel schedule, task dependency analyzation will be able to across ative constraint...
FBPropertyBool ParallelPipeline
Read/Write Property: true if transformation is evaluated in parallel.
void FBSchedulingDependencyOutput(bool pEnable)
Debug function for MT dependency debug.
FBPropertyBool ParallelDeformation
Read/Write Property: true if deformation is evaluated in parallel.
Event: Global Evaluation pipeline critical timing callback event.
Simple parallel schedule, mainly analyze the task dependency based on Motion Hierarchy (scene graph)...
Invoked when both evaluation & rendering pipelines / threads are stopped.
FBPropertyEventCallbackEvalPipeline OnEvaluationPipelineEvent
For callback events at evaluation pipeline.
FBParallelScheduleType
DEPRICATED use ParallelEvaluation on FBEvaluateManager insteadAvailable DAG parallel schedule algori...
class FBPropertyBase< int, kFBPT_int > FBPropertyInt
Property: int
Invoked after plotting a frame.
PropertyEvent: Callback at evaluation pipeline (for kFBGlobalEvalCallbackBeforeDAG, kFBGlobalEvalCallbackAfterDAG, kFBGlobalEvalCallbackAfterDeform, kFBGlobalEvalCallbackBeforePlottingFrame and kFBGlobalEvalCallbackAfterPlottingFrame)
PropertyEvent: Callback at evaluation pipeline (for kFBGlobalEvalCallbackBeforeRender, kFBGlobalEvalCallbackAfterRender)
FBPropertyEventCallbackRenderPipeline OnRenderingPipelineEvent
For callback events at rendering pipeline.
Invoked before plotting a frame.
FBPropertyInt NodeCount
Read only Property: Number of nodes to evaluate.
void(ICallback::* kICallbackHandler)(HIRegister pCaller, HKEventBase pEvent)
FBPropertyBool DualQuaternionSkinning
Read/Write Property: Using state of the Dual Quaternion for skinning (CPU Skinning or GPU Skinning)...