Unigine::AnimationBindNode Class
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> |
Inherits from: | AnimationBind |
This class is used to manage node bindings of animation objects via code. Animation objects serve as proxies in animation sequences and are bound to specific objects (materials, nodes, property parameters, or runtime objects like widgets and windows) at the playback stage.
Bindings are used to store, search, and obtain real engine objects that are actually animated.
AnimationBindNode Class
Members
void setNode ( const Ptr<Node>& node ) #
Sets a new animated node.
Arguments
Ptr<Node> getNode() const#
Returns the current animated node.
Return value
Current animated node.getNodeDescriptionID() const#
Returns the current ID of the node, to be animated.
Return value
Current ID of the node.const char * getNodeDescriptionName() const#
Returns the current name of the node, to be animated.
Return value
Current name of the node.AnimationBindNode ( ) #
Constructor. Creates an empty node binding.void setNodeDescription ( int id, const char * name ) #
Sets the description components of the animated node.Arguments
- int id - ID of the node, to be animated.
- const char * name - name of the node, to be animated.
Last update:
2024-12-13
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