glmHistoryRuntimeStructure |
Build the acceleration structure that allows the computation of layout transformations |
entitySelectors |
Perform the layout selectors operations |
filter |
Perform the layout selectors filter operations |
duplicateHistory |
Perform the history duplication for duplicated entities |
glmCreateModifiedSimulationData |
Creation of a modified simulation data (load the source simulation data and apply layout) |
createAndReadSimulationData |
Read a simulation data from disk |
writeSimulationData |
Write a simulation data on disk |
glmCreateModifiedFrameData |
Creation of a modified frame data (load the source frame data and apply layout) |
readFrameData |
Read a frame data from disk |
writeFrameData |
Write a frame data on disk |
layoutTransformations |
Apply all layout transformation defined in the layout file |
Node name and ID |
Apply a single node transformations on the cache (Node name and ID will be replaced by the real node name and ID) |
groundAdaptation |
Perform the layout ground adaptation |
groundAdaptation_Cloth |
Perform the transformations that need to be applied on cloth due to ground adaptation |
balanceCacheMemoryBudget |
Check if the memory budget for the cache is full, and clean parts of the cache if it is the case |
clearCache |
Clear the whole cache or parts of it |