Unigine::AnimationModifierBones 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: | AnimationModifier |
This class allows animating all bones for ObjectMeshSkinned.
AnimationModifierBones Class
Members
AnimationModifierBones ( ) #
Constructor. Creates a new animation modifier for bones.void copy ( const Ptr<AnimationModifierBones> & modifier ) #
Copies all data from the specified source animation modifier.Arguments
- const Ptr<AnimationModifierBones> & modifier - Source animation modifier.
void setNumBones ( int bones ) #
Sets the number of bones to be affected by the animation modifier.Arguments
- int bones - The number of bones to be affected by the animation modifier.
int getNumBones ( ) const#
Returns the number of bones affected by the animation modifier.Return value
The number of bones affected by the animation modifier.int getValueByTime ( float time, Vector< Math::mat4> & OUT_transforms ) #
Returns the number of bones affected by the animation modifier and saves the transformation values of the modifier at the specified time.Arguments
- float time - Time of the key on the timeline, in seconds.
- Vector<
Math::mat4> & OUT_transforms - Transformation matrices to save the returned values.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
The number of bones affected by the animation modifier.void addValue ( float time, Vector< Math::mat4> & OUT_transforms ) #
Adds the transformation values to the modifier at the specified time.Arguments
- float time - Time of the key on the timeline, in seconds.
- Vector<
Math::mat4> & OUT_transforms - Transformation matrices.This output buffer is to be filled by the Engine as a result of executing the method.
void setCurvePosX ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the curve storing the bone positions along the X axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the X axis.
Ptr<AnimationCurveFloat> getCurvePosX ( int bone_index ) const#
Returns the curve storing the bone positions along the X axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone positions along the X axis.void setCurvePosY ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the curve storing the bone positions along the Y axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the Y axis.
Ptr<AnimationCurveFloat> getCurvePosY ( int bone_index ) const#
Returns the curve storing the bone positions along the Y axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone positions along the Y axis.void setCurvePosZ ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the curve storing the bone positions along the Z axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the Z axis.
Ptr<AnimationCurveFloat> getCurvePosZ ( int bone_index ) const#
Returns the curve storing the bone positions along the Z axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone positions along the Z axis.void setCurveRot ( int bone_index, const Ptr<AnimationCurveQuat> & in_curve ) #
Sets the curve storing the bone transforms.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveQuat> & in_curve - The animation curve storing the bone transforms.
Ptr<AnimationCurveQuat> getCurveRot ( int bone_index ) const#
Returns the curve storing the bone transforms.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone transforms.void setCurveScaleX ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the animation curve storing the bone scaling along the X axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the X axis.
Ptr<AnimationCurveFloat> getCurveScaleX ( int bone_index ) const#
Returns the animation curve storing the bone scaling along the X axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone scaling along the X axis.void setCurveScaleY ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the animation curve storing the bone scaling along the Y axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the Y axis.
Ptr<AnimationCurveFloat> getCurveScaleY ( int bone_index ) const#
Returns the animation curve storing the bone scaling along the Y axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone scaling along the Y axis.void setCurveScaleZ ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #
Sets the animation curve storing the bone scaling along the Z axis.Arguments
- int bone_index - Index of the bone.
- const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the Z axis.
Ptr<AnimationCurveFloat> getCurveScaleZ ( int bone_index ) const#
Returns the animation curve storing the bone scaling along the Z axis.Arguments
- int bone_index - Index of the bone.
Return value
The animation curve storing the bone scaling along the Z axis.Last update:
19.12.2023
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