This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::AnimationCurve 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 is a base class for all animation curves. Animation curves define changes of values of certain types (bool, float, integer, quat, etc.) over time.

AnimationCurve Class

Enums

TYPE#

Animation curve type.
NameDescription
ANIMATION_CURVE = 0The animation curve storing values.
ANIMATION_CURVE_INT = 1The animation curve storing integer values (see the AnimationCurveInt class).
ANIMATION_CURVE_FLOAT = 2The animation curve storing float values (see the AnimationCurveIntFloat class).
ANIMATION_CURVE_DOUBLE = 3The animation curve storing double values (see the AnimationCurveDouble class).
ANIMATION_CURVE_BOOL = 4The animation curve storing boolean values (see the AnimationCurveBool class).
ANIMATION_CURVE_SCALAR = 5The animation curve storing scalar values (see the AnimationCurveScalar class).
ANIMATION_CURVE_QUAT = 6The animation curve storing quaternion values (see the AnimationCurveQuat class).
ANIMATION_CURVE_STRING = 7The animation curve storing string values (see the AnimationCurveString class).
ANIMATION_CURVE_UGUID = 8The animation curve storing UGUID values (see the AnimationCurveUGUID class).

KEY_TYPE#

Type of interpolation between the neighboring keys.
NameDescription
KEY_TYPE_CONSTANT = 0The left key value is used within the whole segment between two keys.
KEY_TYPE_LINEAR = 1Linear interpolation between two keys is used.
KEY_TYPE_SMOOTH = 2A Bézier curve is used for interpolation, with the left and the right tangent of each key symmetric to the origin.
KEY_TYPE_BREAK = 3A Bézier curve is used for interpolation, with a possibility to configure the left and the right tangent of each key independently.
NUM_KEY_TYPES = 4The total number of types of interpolation between the keys.

Members

AnimationCurve::TYPE getType() const#

Returns the current type of the animation curve.

Return value

Current type of the animation curve.

const char * getTypeName() const#

Returns the current name of the animation curve type.

Return value

Current name of the animation curve type.
Last update: 2023-12-19
Build: ()