Unigine::AnimationBindMaterial 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 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
Enums
ACCESS#
Access mode. Defines the way the animated material is obtained.Members
void setAccess ( AnimationBindMaterial::ACCESS access ) #
Sets a new material access mode. Defines the way the animated material is obtained.
Arguments
- AnimationBindMaterial::ACCESS access - The access mode.
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_ASSETArguments
- 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_SURFACEArguments
- 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:
19.12.2023
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