Class T3DResourceAnimation

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type T3DResourceAnimation = class(TObject)

Description

Animation defined by T3DResource.

Hierarchy

  • TObject
  • T3DResourceAnimation

Overview

Methods

Public constructor Create(const AOwner: T3DResource; const AName: string; const ARequired: boolean = true);
Public function BoundingBox: TBox3D;
Public function Defined: boolean;
Public function Scene(const Time: Single; const Loop: boolean): TCastleScene;

Properties

Public property Duration: Single read FDuration;
Public property Name: string read FName;
Public property Required: boolean read FRequired;

Description

Methods

Public constructor Create(const AOwner: T3DResource; const AName: string; const ARequired: boolean = true);
 
Public function BoundingBox: TBox3D;
 
Public function Defined: boolean;

Was the animation state defined in resource.xml file. May be False only if Required was False, or before we actually read animation info from resource.xml file.

Public function Scene(const Time: Single; const Loop: boolean): TCastleScene;

Current Scene to render for given time.

Looping is automatically done here, if parameter Loop is True. When it is False, there is no looping, which means that when Time is < 0, we show the first frame, and when Time is > Duration, we show the last frame forever.

This looping (or not looping) is done regardless of whether the 3D model wants (or not) looping. For example, in case of kanim files, we ignore their loop boolean attribute. In case of X3D TimeSensor node, we ignore TimeSensor.loop field. In other words, any looping settings inside 3D model are ignored. You control looping fully by the Loop parameter to this method.

If we use TCastlePrecalculatedAnimation underneath, then this returns appropriate frame of this animation.

If we use TCastleScene with TimeSensor underneath, then this returns the scene with state reflecting given time — in other words, we'll send proper events to TimeSensor to make this Time current.

Properties

Public property Duration: Single read FDuration;

Duration of the animation. See engine tutorial about how resources animations duration is calculated. Always 0 if not Defined.

Public property Name: string read FName;
 
Public property Required: boolean read FRequired;
 

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