Unigine.Animations 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.
Animations Class
Перечисления (Enums)
RESULT#
Имя | Описание |
---|---|
TRACK_ERROR = 0 | A track-related error has occurred. |
NEW_TRACK_LOADED = 1 | A new animation track is loaded. |
TRACK_IS_ALREADY_LOADED = 2 | The animation track is already loaded. |
TRACK_RELOADED = 3 | The animation track is reloaded. |
TRACK_SAVED = 4 | The animation track is saved. |
TRACK_UNLOADED = 5 | The animation track is unloaded. |
PLAYBACK_ERROR = 6 | A playback-related error has occurred. |
NEW_PLAYBACK_LOADED = 7 | A new animation playback is loaded. |
PLAYBACK_IS_ALREADY_LOADED = 8 | The animation playback is already loaded. |
PLAYBACK_SAVED = 9 | The animation playback is saved. |
Properties
int NumObjects#
The total number of animated objects.
int NumTracks#
The total number of animation tracks.
int NumPlaybacks#
The total number of animation playbacks.
Event<AnimationTrack> EventTrackRemoved#
The Event triggered when an animation track is removed. You can subscribe to events via
Connect() and unsubscribe via Disconnect(). You can also use EventConnection and
EventConnections classes for convenience (see examples below).
The event handler signature is as follows: myhandler(AnimationTrack anim_track )
For more details see the Event Handling article.
Usage Example
// implement the TrackRemoved event handler
void trackremoved_event_handler(AnimationTrack anim_track)
{
Log.Message("\Handling TrackRemoved event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections trackremoved_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
Animations.EventTrackRemoved.Connect(trackremoved_event_connections, trackremoved_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
Animations.EventTrackRemoved.Connect(trackremoved_event_connections, (AnimationTrack anim_track) => {
Log.Message("Handling TrackRemoved event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
trackremoved_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the TrackRemoved event with a handler function
Animations.EventTrackRemoved.Connect(trackremoved_event_handler);
// remove subscription to the TrackRemoved event later by the handler function
Animations.EventTrackRemoved.Disconnect(trackremoved_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection trackremoved_event_connection;
// subscribe to the TrackRemoved event with a lambda handler function and keeping the connection
trackremoved_event_connection = Animations.EventTrackRemoved.Connect((AnimationTrack anim_track) => {
Log.Message("Handling TrackRemoved event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
trackremoved_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
trackremoved_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
trackremoved_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring TrackRemoved events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
Animations.EventTrackRemoved.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
Animations.EventTrackRemoved.Enabled = true;
Event<AnimationTrack> EventTrackAdded#
The Event triggered when a new animation track is added. You can subscribe to events via
Connect()
and unsubscribe via
Disconnect(). You can also use
EventConnection
and
EventConnections
classes for convenience (see examples below).
The event handler signature is as follows: myhandler(AnimationTrack anim_track )
For more details see the Event Handling article.
Usage Example
// implement the TrackAdded event handler
void trackadded_event_handler(AnimationTrack anim_track)
{
Log.Message("\Handling TrackAdded event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections trackadded_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
Animations.EventTrackAdded.Connect(trackadded_event_connections, trackadded_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
Animations.EventTrackAdded.Connect(trackadded_event_connections, (AnimationTrack anim_track) => {
Log.Message("Handling TrackAdded event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
trackadded_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the TrackAdded event with a handler function
Animations.EventTrackAdded.Connect(trackadded_event_handler);
// remove subscription to the TrackAdded event later by the handler function
Animations.EventTrackAdded.Disconnect(trackadded_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection trackadded_event_connection;
// subscribe to the TrackAdded event with a lambda handler function and keeping the connection
trackadded_event_connection = Animations.EventTrackAdded.Connect((AnimationTrack anim_track) => {
Log.Message("Handling TrackAdded event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
trackadded_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
trackadded_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
trackadded_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring TrackAdded events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
Animations.EventTrackAdded.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
Animations.EventTrackAdded.Enabled = true;
Event<AnimationObject> EventObjectRemoved#
The Event triggered when an animation object is removed. You can subscribe to events via
Connect()
and unsubscribe via
Disconnect(). You can also use
EventConnection
and
EventConnections
classes for convenience (see examples below).
The event handler signature is as follows: myhandler(AnimationObject anim_object )
For more details see the Event Handling article.
Usage Example
// implement the ObjectRemoved event handler
void objectremoved_event_handler(AnimationObject anim_object)
{
Log.Message("\Handling ObjectRemoved event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections objectremoved_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
Animations.EventObjectRemoved.Connect(objectremoved_event_connections, objectremoved_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
Animations.EventObjectRemoved.Connect(objectremoved_event_connections, (AnimationObject anim_object) => {
Log.Message("Handling ObjectRemoved event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
objectremoved_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the ObjectRemoved event with a handler function
Animations.EventObjectRemoved.Connect(objectremoved_event_handler);
// remove subscription to the ObjectRemoved event later by the handler function
Animations.EventObjectRemoved.Disconnect(objectremoved_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection objectremoved_event_connection;
// subscribe to the ObjectRemoved event with a lambda handler function and keeping the connection
objectremoved_event_connection = Animations.EventObjectRemoved.Connect((AnimationObject anim_object) => {
Log.Message("Handling ObjectRemoved event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
objectremoved_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
objectremoved_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
objectremoved_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring ObjectRemoved events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
Animations.EventObjectRemoved.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
Animations.EventObjectRemoved.Enabled = true;
Event<AnimationObject> EventObjectAdded#
The Event triggered when a new animation object is added. You can subscribe to events via
Connect()
and unsubscribe via
Disconnect(). You can also use
EventConnection
and
EventConnections
classes for convenience (see examples below).
The event handler signature is as follows: myhandler(AnimationObject anim_object )
For more details see the Event Handling article.
Usage Example
// implement the ObjectAdded event handler
void objectadded_event_handler(AnimationObject anim_object)
{
Log.Message("\Handling ObjectAdded event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections objectadded_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
Animations.EventObjectAdded.Connect(objectadded_event_connections, objectadded_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
Animations.EventObjectAdded.Connect(objectadded_event_connections, (AnimationObject anim_object) => {
Log.Message("Handling ObjectAdded event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
objectadded_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the ObjectAdded event with a handler function
Animations.EventObjectAdded.Connect(objectadded_event_handler);
// remove subscription to the ObjectAdded event later by the handler function
Animations.EventObjectAdded.Disconnect(objectadded_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection objectadded_event_connection;
// subscribe to the ObjectAdded event with a lambda handler function and keeping the connection
objectadded_event_connection = Animations.EventObjectAdded.Connect((AnimationObject anim_object) => {
Log.Message("Handling ObjectAdded event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
objectadded_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
objectadded_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
objectadded_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring ObjectAdded events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
Animations.EventObjectAdded.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
Animations.EventObjectAdded.Enabled = true;
Members
AnimationObject GetObjectByIndex ( int index ) #
Returns an animation object by its index in the common list of animation objects.Arguments
- int index - Animation object index.
Return value
Animation object with the specified indexAnimationObject GetObjectByID ( int id ) #
Returns an animation object by its ID.Arguments
- int id - Animation object ID.
Return value
Animation object with the specified ID.bool ContainsObject ( int id ) #
Returns a value indicating if an animation object with the specified ID exists.Arguments
- int id - Animation object ID.
Return value
true if the animation object with the specified ID exists; otherwise, false.int GetObjectIndex ( AnimationObject obj ) #
Returns an index of the specified animation object in the common list.Arguments
- AnimationObject obj - Animation object for which an index is to be found.
Return value
Animation object index in the common list of animation objects if it is found; otherwise, -1.void LoadTracks ( ) #
Loads all animation tracks.void UnloadTracks ( ) #
Unloads all animation tracks.void ReloadTracks ( ) #
Reloads all animation tracks.Animations.RESULT LoadTrack ( string path ) #
Loads an animation track from the specified file path.Arguments
- string path - Path to the source track file (.utrack).
Return value
Result of loading operation.Animations.RESULT ReloadTrack ( string path ) #
Reloads an animation track from the specified file path.Arguments
- string path - Path to the source track file (.utrack).
Return value
Result of reloading operation.Animations.RESULT SaveTrack ( AnimationTrack track, string path ) #
Saves the specified animation track to the specified file path.Arguments
- AnimationTrack track - Animation track to be saved.
- string path - Path to which the specified animation track is to be saved.
Return value
Result of saving operation.Animations.RESULT SaveTrackPrecomputed ( AnimationTrack track, int num_frames, bool is_looped_frames, string path ) #
Saves the precomputed version of the specified animation track to the specified file path.Arguments
- AnimationTrack track - Animation track to be saved.
- int num_frames - Number of frames to be saved.
- bool is_looped_frames - Set true if the animation track should be looped; otherwise, false.
- string path - Path to which the specified animation track is to be saved.
Return value
Result of saving operation.AnimationTrack GetTrackByIndex ( int index ) #
Returns an animation track by its index in the common list of tracks.Arguments
- int index - Animation track index in the common list of tracks.
Return value
Animation track with the specified index.AnimationTrack GetTrackByGUID ( UGUID guid ) #
Returns an animation track by its GUID.Arguments
- UGUID guid - GUID of the animation track.
Return value
Animation track with the specified GUID.AnimationTrack GetTrackByFileGUID ( UGUID guid ) #
Returns an animation track by the GUID of the animation track file (.utrack).Arguments
- UGUID guid - GUID of the animation track file (.utrack).
Return value
Animation track with the specified file GUID.AnimationTrack GetTrackByPath ( string path ) #
Returns an animation track by the path to the animation track file (.utrack).Arguments
- string path - Path to the animation track file (.utrack).
Return value
Animation track with the specified file GUID.bool ContainsTrack ( UGUID guid ) #
Returns a value indicating if an animation track with the specified GUID exists.Arguments
- UGUID guid - GUID of the animation track.
Return value
true if the animation track with the specified GUID exists; otherwise, false.int GetTrackIndex ( AnimationTrack track ) #
Returns an index of the specified animation track in the common list.Arguments
- AnimationTrack track - Animation track for which an index is to be found.
Return value
Animation track index in the common list of animation tracks if it is found; otherwise, -1.void LoadPlaybacks ( ) #
Loads all animation playbacks.Animations.RESULT LoadPlayback ( string path ) #
Loads an animation playback from the specified file path.Arguments
- string path - Path to the source animation playback file (.uplay).
Return value
Result of loading operation.Animations.RESULT SavePlayback ( AnimationPlayback playback, string path ) #
Saves the specified animation playback to the specified file path.Arguments
- AnimationPlayback playback - Animation playback to be saved.
- string path - Path to which the specified animation playback is to be saved.
Return value
Result of saving operation.AnimationPlayback GetPlaybackByIndex ( int index ) #
Returns an animation playback by its index in the common list of tracks.Arguments
- int index - Animation playback index in the common list of playbacks.
Return value
Animation playback with the specified index.AnimationPlayback GetPlaybackByGUID ( UGUID guid ) #
Returns an animation playback by its GUID.Arguments
- UGUID guid - GUID of the animation playback.
Return value
Animation playback with the specified GUID.AnimationPlayback GetPlaybackByFileGUID ( UGUID guid ) #
Returns an animation playback by the GUID of the animation track file (.uplay).Arguments
- UGUID guid - GUID of the animation playback file (.uplay).
Return value
Animation track with the specified file GUID.AnimationPlayback GetPlaybackByPath ( string path ) #
Returns an animation playback by the path to the animation track file (.uplay).Arguments
- string path - Path to the animation playback file (.uplay).
Return value
Animation playback with the specified file GUID.bool ContainsPlayback ( UGUID guid ) #
Returns a value indicating if an animation playback with the specified GUID exists.Arguments
- UGUID guid - GUID of the animation playback.
Return value
true if the animation playback with the specified GUID exists; otherwise, false.int GetPlaybackIndex ( AnimationPlayback playback ) #
Returns an index of the specified animation playback in the common list.Arguments
- AnimationPlayback playback - Animation playback for which an index is to be found.
Return value
Animation track index in the common list of animation tracks if it is found; otherwise, -1.int GetClasses ( string[] OUT_out_classes ) #
Obtains the list of names of all available classes that can be animated and puts it to the specified output buffer.Arguments
- string[]
OUT_out_classes - Output buffer for the list of the Engine's classes that can be animated.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of the Engine's classes that can be animated.int GetSingletonClasses ( string[] OUT_out_classes ) #
Obtains the list of names of all Engine's singleton-classes and puts it to the specified output buffer.Arguments
- string[]
OUT_out_classes - Output buffer for the list of the Engine's singleton-classes.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of the Engine's singleton-classes.string GetParentClass ( string class_name ) #
Returns the name of the parent class for the specified class.Arguments
- string class_name - Name of the class for which the parent class is to be found.
Return value
Name of the parent class.int GetDerivedClasses ( string class_name, string[] OUT_out_classes ) #
Obtains the list of all classes derived from the specified one and puts it to the specified output buffer.Arguments
- string class_name - Name of the class for which derived classes are to be found.
- string[]
OUT_out_classes - Output buffer for the list of classes derived from the specified class.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of derived classes.int GetClassParameters ( string class_name, int[] OUT_out_parameters ) #
Obtains the list of all animation parameter for the specified class and puts it to the specified output buffer.Arguments
- string class_name - Name of the class for which the list of animation parameters is to be found.
- int[]
OUT_out_parameters - Output buffer for the list of parameters of the specified class.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of animation parameters for the specified class.string GetParameterName ( AnimParams.PARAM param ) #
Returns the name of the specified the specified animation parameter.Arguments
- AnimParams.PARAM param - Animation parameter.
Return value
Animation parameter name.AnimationModifier.TYPE GetParameterModifierType ( AnimParams.PARAM param ) #
Returns the type of modifier used for the specified animation parameter.Arguments
- AnimParams.PARAM param - Animation parameter.
Return value
Modifier type for the specified parameter.AnimParams.PARAM GetParameterByName ( string param_name ) #
Returns an animation parameter by its name.Arguments
- string param_name - Animation parameter name.
Return value
Animation parameter with the specified name.void ConvertToUanims ( string folder_path, string[] playbacks ) #
Converts all track-files in the old Tracker format ( .track) from the specfied folder to the new animation formats (.utrack / .uplay).Arguments
- string folder_path - Path to the folder containing track-files in the old Tracker format ( .track) to be converted to the new track format (.utrack).
- string[] playbacks - List of Tracker animation tracks in old format ( .track) to be converted to the new playback format(.uplay).
void ConvertToUanims ( string[] tracks, string[] playbacks ) #
Converts the specified lists of tracks in the old Tracker format ( .track) to the new animation formats (.utrack / .uplay).Arguments
- string[] tracks - List of Tracker animation tracks in old format ( .track) to be converted to the new track format (.utrack).
- string[] playbacks - List of Tracker animation tracks in old format ( .track) to be converted to the new playback format(.uplay).
void CheckUtrackTypes ( ) #
Checks all old-style animation parameter types (used in the Tracker tool) versus their equivalents in the new Animation System and outputs them to the console. In case of unknown parameter types the corresponding message is displayed.bool AnimToBonesModifier ( string anim_path, AnimationModifierBones out_modifier, float duration ) #
Converts the specified mesh animation file (.anim) to a modifier for ObjectMeshSkinned bones ( AnimationModifierBones) and puts it to the specified AnimationModifierBones instance.Arguments
- string anim_path - Math to the mesh animation file (.anim) to be converted.
- AnimationModifierBones out_modifier - Resulting animation modifier.
- float duration - Target animation duration, in seconds.
Return value
true if the specified mesh animation file was successfully converted; otherwise, false.Last update:
13.12.2024
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