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Running Tracks in Application

After the track-based animations were created in UnigineEditor, they need to be played in the application. To add this functionality to your project, add the following code to the world script:

Source code (UnigineScript)
#include <core/systems/tracker/tracker.h>

Unigine::Tracker::TrackerTrack track;
float time, min_time, max_time, unit_time;

int init() {

	// use the Tracker namespace
	using Unigine::Tracker;

	// create a Tracker instance that will play the tracks
	Tracker tracker = new Tracker();
	// load the required tracks from a file
	track = tracker.loadTrack("samples/tracker/tracks/render_00.track");
	
	// get the start time of the track (in units)
	min_time = track.getMinTime();
	// get the end time of the track (in units)
	max_time = track.getMaxTime();
	// get the duration of the track unit (in seconds)
	unit_time = track.getUnitTime();
	
	// set the initial time to play the tracks
	time = track.getMinTime();

	return 1;
}

int update() {
	
	if(track == NULL) return 1;
	
	// update the tracks animation time
	time += engine.game.getIFps() / unit_time;
	time = min_time + ((time - min_time)) % (max_time - min_time);
	
	// set animation time for tracks (time values outside the [mintime, maxtime] range are clamped automatically)
	if(engine.game.isEnabled()) track.set(time);
	
	return 1;
}
Notice
Time values outside the [MinTime, MaxTime] range are clamped automatically.
Last update: 2020-07-28