This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
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
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
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::AnimationBindMaterial 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>
Inherits from: AnimationBind

This class is used to manage material 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.

The material to be animated can be bound either via the material asset or via an object's surface to which this material is assigned depending on the specified access mode. In case of accessing a material via a surface we'll get a child material inherited from the one assigned to this surface.

AnimationBindMaterial Class

枚举

ACCESS#

Access mode. Defines the way the animated material is obtained.
Name描述
ACCESS_FROM_ASSET = 0The material to be animated is obtained from a material asset (.mat).
ACCESS_FROM_SURFACE = 1The material to be animated is obtained from a surface of an object. In this case we'll get a child material inherited from the one assigned to the surface.

Members

void setAccess ( AnimationBindMaterial::ACCESS access ) #

Sets a new material access mode. Defines the way the animated material is obtained.

Arguments


AnimationBindMaterial::ACCESS getAccess() const#

Returns the current material access mode. Defines the way the animated material is obtained.

Return value

Current access mode.

UGUID getMaterialDescriptionGUID() const#

Returns the current GUID of the animated material.

Return value

Current GUID of the animated material.

UGUID getMaterialDescriptionFileGUID() const#

Returns the current GUID of the file describing the animated material.

Return value

Current GUID of the material file.

getObjectDescriptionID() const#

Returns the current ID of the object, to which a surface with the animated material belongs.

Return value

Current ID of the object.

const char * getObjectDescriptionName() const#

Returns the current name of the object, to which a surface with the animated material belongs.

Return value

Current name of the object.

const char * getSurfaceDescriptionName() const#

Returns the current name of the surface, to which the animated material is assigned.

Return value

Current name of the surface.

getSurfaceDescriptionIndex() const#

Returns the current number of the surface, to which the animated material is assigned.

Return value

Current number of the surface in the list of object's surfaces.

Ptr<Object> getObject() const#

Returns the current object to which the animated material is assigned.

Return value

Current object to which the animated material is assigned.

Ptr<Material> getMaterial() const#

Returns the current animated material.

Return value

Current animated material.

AnimationBindMaterial ( ) #

Constructor. Creates an empty material binding.

void setMaterialDescription ( const UGUID & guid, const UGUID & file_guid ) #

Sets the description parameters of the animated material. This method is used if the access mode is set to ACCESS_FROM_ASSET

Arguments

  • const UGUID & guid - GUID of the animated material.
  • const UGUID & file_guid - GUID of the file describing the animated material.

void setObjectDescription ( int id, const char * name ) #

Sets the description parameters of the object to which a surface with the animated material belongs. This method is used if the access mode is set to ACCESS_FROM_SURFACE.

Arguments

  • int id - ID of the object, to which a surface with the animated material belongs.
  • const char * name - Name of the object, to which a surface with the animated material belongs.

void setSurfaceDescription ( const char * name, int index ) #

Sets the description parameters of the surface to which the animated material is assigned. This method is used if the access mode is set to ACCESS_FROM_SURFACE

Arguments

  • const char * name - Name of the surface, to which the animated material is assigned.
  • int index - Number of the surface, to which the animated material is assigned.
Last update: 2024-08-16
Build: ()