This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::AnimationBindPropertyParameter 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>
Inherits from: AnimationBind

This class is used to manage property parameter 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 property parameter to be animated can be bound either via the property asset, via a node or an object's surface to which the property holding the animated parameter is assigned depending on the specified access mode. In case of accessing property parameter via a surface we'll get a child property inherited from the one assigned to this surface.

AnimationBindPropertyParameter Class

Перечисления (Enums)

ACCESS#

Access mode. Defines the way the animated material is obtained.
ИмяОписание
ACCESS_FROM_ASSET = 0The material to be animated is obtained from a material asset (.mat).
ACCESS_FROM_NODE = 1The material to be animated is obtained from a node.
ACCESS_FROM_SURFACE = 2The material to be animated is obtained from a surface of an object. In this case we'll get a child property inherited from the one assigned to the surface.

Members

void setAccess ( AnimationBindPropertyParameter::ACCESS access ) #

Sets a new property parameter access mode. Defines the way the animated property parameter is obtained.

Arguments


AnimationBindPropertyParameter::ACCESS getAccess() const#

Returns the current property parameter access mode. Defines the way the animated property parameter is obtained.

Return value

Current access mode.

UGUID getPropertyDescriptionGUID() const#

Returns the current GUID of the property to which the animated parameter belongs.

Return value

Current GUID of the property.

UGUID getPropertyDescriptionFileGUID() const#

Returns the current GUID of the file describing the property to which the animated parameter belongs.

Return value

Current GUID of the property file.

getNodeDescriptionID() const#

Returns the current ID of the node, to which a property with the animated parameter belongs.

Return value

Current ID of the node.

const char * getNodeDescriptionName() const#

Returns the current name of the node, to which a property with the animated parameter belongs.

Return value

Current name of the node.

const char * getNodePropertyDescriptionName() const#

Returns the current name of the node property, to which the animated parameter belongs.

Return value

Current name of the node property.

getNodePropertyDescriptionIndex() const#

Returns the current index of the node property, to which the animated parameter belongs.

Return value

Current index of the property in the list of properties assigned to the node.

const char * getSurfaceDescriptionName() const#

Returns the current name of the surface, to which a property with the animated parameter is assigned.

Return value

Current name of the surface.

getSurfaceDescriptionIndex() const#

Returns the current number of the surface, to which a property with the animated parameter is assigned.

Return value

Current number of the surface in the list of object's surfaces.

void setParameterPath ( const char * path ) #

Sets a new path/name of the animated parameter in the property.

Arguments

  • const char * path - The property parameter path/name in the property.

const char * getParameterPath() const#

Returns the current path/name of the animated parameter in the property.

Return value

Current property parameter path/name in the property.

Ptr<Node> getNode() const#

Returns the current node with a property to which the animated parameter belongs.

Return value

Current node with a property to which the animated parameter belongs.

Ptr<Property> getProperty() const#

Returns the current animated property parameter.

Return value

Current property to which the animated parameter belongs.

Ptr<PropertyParameter> getPropertyParameter() const#

Returns the current animated property parameter.

Return value

Current animated property parameter.

AnimationBindPropertyParameter ( ) #

Constructor. Creates an empty property parameter binding.

void setPropertyDescription ( const UGUID & guid, const UGUID & file_guid ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS_FROM_ASSET.

Arguments

  • const UGUID & guid - GUID of the property to which the animated parameter belongs.
  • const UGUID & file_guid - GUID of the file describing the property to which the animated parameter belongs.

void setNodeDescription ( int id, const char * name ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS_FROM_NODE.

Arguments

  • int id - ID of the node property, to which the animated parameter belongs.
  • const char * name - name of the node, to which a property with the animated parameter belongs.

void setNodePropertyDescription ( const char * name, int index ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS_FROM_ASSET or ACCESS_FROM_SURFACE.

Arguments

  • const char * name - Name of the property, to which the animated parameter belongs.
  • int index - index of the property, to which the animated parameter belongs.

void setSurfaceDescription ( const char * name, int index ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS_FROM_SURFACE.

Arguments

  • const char * name - number of the surface, to which a property with the animated parameter is assigned.
  • int index - number of the surface, to which a property with the animated parameter is assigned.
Last update: 29.11.2023
Build: ()