36#ifndef STEAM_FIXTURE_SEGMENTATION_H
37#define STEAM_FIXTURE_SEGMENTATION_H
60 using OptTime = std::optional<lib::time::Time>;
99 if (seg.after() >
time)
122 seg.exitNode = move(rewrite (seg.exitNode));
basic constant internal time value.
Binding and access point from a given Segment to access the actual render nodes.
For the purpose of building and rendering, the fixture (for each timeline) is partitioned such that e...
For the purpose of building and rendering, the fixture (for each timeline) is partitioned such that e...
list< Segment > segments_
segments of the engine in ordered sequence.
Segment const & splitSplice(OptTime start, OptTime after, engine::ExitNodes &&modelLink=ExitNodes{})
rework the existing Segmentation to include a new Segment as specified
virtual ~Segmentation()
this is an interface
void adaptSpecification(std::function< NodeGraphAttachment(NodeGraphAttachment const &)> rewrite)
Segment const & operator[](TimeValue time) const
Any copy and copy construction prohibited.
A front-end for using printf-style formatting.
Preconfigured adapters for some STL container standard usage situations.
_SeqT< CON >::Range eachElm(CON &coll)
LumieraError< LERR_(STATE)> State
std::deque< engine::ExitNode > ExitNodes
std::optional< lib::time::Time > OptTime
Steam-Layer implementation namespace root.
Mix-Ins to allow or prohibit various degrees of copying and cloning.
Building block of the backbone of the low-level (render node) model.
a family of time value like entities and their relationships.