Unigine.AnimationTrack 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.
This class is used to manage animation tracks via code.
AnimationTrack Class
Properties
UGUID GUID#
The GUID of the animation track.
string Name#
The name of the animation track.
int NumObjects#
The total number of animation objects controlled by the track.
float Duration#
The total track duration, in seconds.
float ManualDuration#
The
string Path#
The path to the track file.
AnimationCurveInt EventCurve#
The event curve for the track. Events enable you to call a function or method directly from the animation at a certtain frame/time that you specify. You can use events, for example, to play a sound effect or perform any other actions at any moment on the timeline. The key values on this curve define which events are to be triggered at the corresponding moments. You define the desired list of events as a enumeration, and then simply add keys with the certain enum values to the curve at certain moments when you want the corresponding event to occur.
// enumeration that defines all available events
enum EVENT
{
PLAY_SOUND = 0, // on this event we play a sound
CONSOLE_MESSAGE, // on this event we print a message to the console
//...
};
// handler function used to process all events by their IDs
void on_event(int id)
{
EVENT event_id = (EVENT)id;
SoundSource sound = new SoundSource("some.mp3", 1);
if (event_id == EVENT.PLAY_SOUND)
{
sound.Stop();
sound.Play();
}
if (event_id == EVENT.CONSOLE_MESSAGE)
{
Console.OnscreenMessageLine(vec4.BLUE, "A message.");
}
// ...
}
// somwhere in code
// creating a track for events
AnimationTrack event_track = new AnimationTrack();
// creating a track for events
AnimationCurveInt event_curve = new AnimationCurveInt();
event_curve.AddKey(1.25f, (int)EVENT.PLAY_SOUND);
event_curve.AddKey(2.07f, (int)EVENT.CONSOLE_MESSAGE);
event_curve.AddKey(2.75f, (int)EVENT.PLAY_SOUND);
event_track.EventCurve = event_curve;
AnimationPlayback playback = new AnimationPlayback();
// adding a track to the playback
playback.AddLayer(event_track);
// adding a callback handler to process events
event_track.AddEventCallback(on_event);
Members
AnimationTrack ( ) #
Constructor. Creates an empty track with default settings.AnimationTrack ( string name ) #
Constructor. Creates an empty track with default settings and specified name.Arguments
- string name - Animation track name.
void Copy ( AnimationTrack track ) #
Copies all data from the specified source track to the track.Arguments
- AnimationTrack track - Source animation track.
void Clear ( ) #
Clears the animation track removing all animation objects and modifiers from it. This method also resets track duration to 0.bool ContainsObject ( AnimationObject anim_obj ) #
Returns a value indicating if the animation track contains the specified animation object.Arguments
- AnimationObject anim_obj - Animation object to be checked.
Return value
true if the the animation playback contains the specified animation object; otherwise, false.AnimationObject GetObject ( int index ) #
Returns an animation object by its index.Arguments
- int index - Animation object index.
Return value
Animation object with the specified index.int AddObject ( AnimationObject anim_obj ) #
Adds the specified animation object to the track.Arguments
- AnimationObject anim_obj - Animation object to be added.
Return value
Index of the new animation object added on success; otherwise, -1.void RemoveObject ( AnimationObject anim_obj ) #
Removes the specified animation object along with all modifiers added for it.Arguments
- AnimationObject anim_obj - Animation object to be removed.
void AddObjectModifier ( AnimationObject anim_obj, AnimationModifier modifier ) #
Adds the specified modifier to the specified animation object to control changes of a certain parameter over time.Arguments
- AnimationObject anim_obj - Target animation object to which a modifier should be added.
- AnimationModifier modifier - Animation modifier to be added.
bool UpdateObjectModifier ( AnimationObject anim_obj, AnimationModifier modifier ) #
Updates the specified modifier for the specified animation object.Arguments
- AnimationObject anim_obj - Target animation object to which a modifier should be added.
- AnimationModifier modifier - New source animation modifier to be used.
Return value
true if the specified modifier was successfully updated for the animation object; otherwise, false.void RemoveObjectModifier ( AnimationObject anim_obj, AnimationModifier modifier ) #
Removes the specified modifier from the specified animation object.Arguments
- AnimationObject anim_obj - Target animation object from which a modifier should be removed.
- AnimationModifier modifier - Animation modifier to be removed.
int GetObjectModifiers ( AnimationObject anim_obj, AnimationModifier[] OUT_out_modifiers ) #
Collects all modifiers for the specified animation object and puts them to the out_modifiers buffer.Arguments
- AnimationObject anim_obj - Animation object.
- AnimationModifier[]
OUT_out_modifiers - Output buffer for the list of all modifiers for the specified object.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of modifiers for the specified object.void AddObjectModifier ( string anim_obj_name, AnimationModifier modifier ) #
Adds the specified modifier to the animation object with the specified name to control changes of a certain parameter over time.Arguments
- string anim_obj_name - Name of the target animation object to which a modifier should be added.
- AnimationModifier modifier - Animation modifier to be added.
void AddSingletonModifier ( AnimationModifier modifier ) #
Adds the specified singleton animation modifier to control changes of a certain parameter of some Engine's singleton class, such as Physics, Render, etc.Arguments
- AnimationModifier modifier - Singleton animation modifier to be added.
bool UpdateSingletonModifier ( AnimationModifier modifier ) #
Updates the specified singleton animation modifier used to control changes of a certain parameter of some Engine's singleton class, such as Physics, Render, etc.Arguments
- AnimationModifier modifier - Singleton animation modifier to be updated.
Return value
true if the specified singleton modifier was successfully updated; otherwise, false.void RemoveSingletonModifier ( AnimationModifier modifier ) #
Removes the specified singleton animation modifier from the track.Arguments
- AnimationModifier modifier - Singleton animation modifier to be removed.
int GetSingletonModifiers ( AnimationModifier[] OUT_out_modifiers ) #
Collects all singleton animation modifiers of the track and puts them to the out_modifiers buffer.Arguments
- AnimationModifier[]
OUT_out_modifiers - Output buffer for the list of all singleton modifiers of the track.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of singleton animation modifiers of the track.AnimationFrame GetFrame ( float time ) #
Returns the animation frame for the specified moment of time. A frame can be thought of as a vertical slice of values of all tracks and modifiers played at the specified moment.Arguments
- float time - Time (in seconds) for which a frame is to be obtained.
Return value
Animation frame for the specified time.AnimationFrame GetFrameByNormalizedTime ( float time ) #
Returns the animation frame for the specified moment of time (normalized). A frame can be thought of as a vertical slice of values of all tracks and modifiers played at the specified moment.Arguments
- float time - Normalized time value (in the [0.0f, 1.0f] range) for which a frame is to be obtained .
Return value
Animation frame for the specified time.Last update:
2023-11-29
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