This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
VR Development
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::AnimationFrame Class

Warning
The functionality described here is EXPERIMENTAL and is not recommended for production use. Future releases may bring significant changes to API and features. Backward compatibility of the final production-ready version is not guaranteed.
Header: #include <UnigineAnimation.h>

This class enables you to manage animation frames. A frame can be thought of as a vertical slice of values of all modifiers of all tracks played at a certain moment.

AnimationFrame Class


AnimationFrame ( ) #

Constructor. Creates an empty animation frame.

void copy ( const Ptr<AnimationFrame> & frame ) #

Copies the data from the specified source frame to the frame.

Arguments

  • const Ptr<AnimationFrame> & frame - Source frame.

void clear ( ) #

Clears animation frame data.

int getModifierInfos ( Vector<Ptr<AnimationModifierInfo>> & OUT_infos ) #

Collects information on all modifiers that are active in this frame and puts it to the specified output buffer.

Arguments

  • Vector<Ptr<AnimationModifierInfo>> & OUT_infos - Output buffer for information on all modifiers that are active in this frame.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Number of modifiers.

void interpolate ( const Ptr<AnimationFrame> & frame, float k ) #

Interpolates values of all modifiers of the frame between the current frame and the specified one with the given interpolation coefficient and updates all frame modifiers with interpolated values: val = interpolate(val, frame_val, k).

Arguments

  • const Ptr<AnimationFrame> & frame - Target animation frame.
  • float k - Interpolation coefficient.

void interpolate ( const Ptr<AnimationFrame> & frame, float k, const Ptr<AnimationMask> & exclude_mask ) #

Interpolates values of all modifiers of the frame between the current frame and the specified one with the given interpolation coefficient. Values of modifiers that belong to the specified exclusion mask are ignored and kept unchanged. All frame modifiers are updated with interpolated values: val = interpolate(val, frame_val, k).

Arguments

  • const Ptr<AnimationFrame> & frame - Target animation frame.
  • float k - Interpolation coefficient.
  • const Ptr<AnimationMask> & exclude_mask - Animation mask to be excluded from interpolation.
Last update: 2023-12-19
Build: ()