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In order for your entities to be animated in the viewer, you must commit your entities state. You do not need to do it manually as the module automatically commits all the entities at the end of each frame.
However, you might want to force a commit, for example, to create several animations of the same entity during a single frame.
Two methods allow you to commit your entities:
commitEntityState(double t, Entity<?>... entities);
will commit the state of
entities at the moment
t (0 ≤
t ≤ 1 ).
0 being the start of the frame and 1 the end of the frame.
will commit the state all the entities you created at the moment
t (0 ≤
t ≤ 1).
If you want to commit a high amount of entities you may consider using commitWorldState instead of commitEntityState for better performances.
Animating a circle
//Starts invisible circle.setRadius(0); graphicEntityModule.commitEntityState(0, circle); //Grow to big size circle.setRadius(70); graphicEntityModule.commitEntityState(0.8, circle); //Stays with the same size a little bit graphicEntityModule.commitEntityState(0.9, circle); //Shrinks to normal size circle.setRadius(50); graphicEntityModule.commitEntityState(1, circle);
It should look like this :
Animating several entities
circle.setRadius(50); line.setX(30); rectangle.setAplha(0.67); commitWorldState(0.5); circle.setRadius(70); line.setX(50); rectangle.setAplha(1); commitWorldState(1);