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    Class Animation

    Asset that contains an animation spline represented by a set of keyframes, each representing an endpoint of a linear curve.

    Inheritance
    Object
    ScriptingObject
    ManagedScriptingObject
    Asset
    BinaryAsset
    Animation
    Inherited Members
    Asset::_deleteFileOnUnload
    BinaryAsset::_dependantAssets
    ScriptingObject::_gcHandle
    BinaryAsset::_header
    ScriptingObject::_id
    BinaryAsset::_isSaving
    Asset::_isVirtual
    Asset::_loadingTask
    Asset::_loadState
    Asset::_refCount
    BinaryAsset::_storageRef
    ScriptingObject::_type
    BinaryAsset::AddDependency(BinaryAsset* asset)
    Asset::AddReference()
    Asset::Asset(const SpawnParams& params, const AssetInfo* info)
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    Asset::CancelStreaming()
    ScriptingObject::Cast(ScriptingObject* obj)
    Asset::ChangeID(const Guid& newId)
    BinaryAsset::ClearDependencies()
    Asset::const
    BinaryAsset::createLoadingTask()
    Asset::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    Asset::DECLARE_ENUM_7(LoadResult, Ok, Failed, MissingDataChunk, CannotLoadData, CannotLoadStorage, CannotLoadInitData, InvalidData)
    ScriptingObject::Deleted
    Asset::DeleteManaged()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    BinaryAsset::Dependencies
    Asset::DEPRECATED("Use GetReferences with assets and files parameter instead")
    Asset::DestroyManaged()
    Animation
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    BinaryAsset::GetChunk(int32 index)
    BinaryAsset::GetChunkData(int32 index, BytesContainer& data)
    BinaryAsset::GetChunkSize(int32 index)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    BinaryAsset::GetImportMetadata(String& path, String& username)
    BinaryAsset::GetImportPath()
    ScriptingObject::GetManagedInstance()
    BinaryAsset::GetOrCreateChunk(int32 index)
    ScriptingObject::GetOrCreateManagedInstance()
    BinaryAsset::GetPath()
    Asset::GetReferences(Array<Guid, HeapAllocation>& assets, Array<String, HeapAllocation>& files)
    Asset::GetReferences()
    Asset::GetReferencesCount()
    BinaryAsset::GetSerializedVersion()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Asset::GetTypeName()
    BinaryAsset::HasChunk(int32 index)
    BinaryAsset::HasChunkLoaded(int32 index)
    BinaryAsset::HasDependenciesModified()
    ScriptingObject::HasManagedInstance()
    BinaryAsset::Init(const FlaxStorageReference& storage, AssetHeader& header)
    BinaryAsset::Init(AssetInitData& initData)
    BinaryAsset::init(AssetInitData& initData)
    Asset::InitAsVirtual()
    BinaryAsset::InitVirtual(AssetInitData& initData)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Asset::IsInternalType()
    Asset::IsLoaded()
    ScriptingObject::IsRegistered()
    Asset::IsVirtual()
    Asset::LastLoadFailed()
    BinaryAsset::loadAsset()
    BinaryAsset::LoadChunk(int32 chunkIndex)
    BinaryAsset::LoadChunks(AssetChunksFlag chunks)
    Animation
    Asset::Locker
    ManagedScriptingObject::ManagedScriptingObject(const SpawnParams& params)
    BinaryAsset::Metadata
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Asset::OnCheckSave(const StringView& path=StringView::Empty)
    BinaryAsset::OnDeleteObject()
    BinaryAsset::OnDependencyModified(BinaryAsset* asset)
    Asset::onLoad(LoadAssetTask* task)
    Asset::OnLoaded
    Asset::onLoaded()
    Asset::onLoaded_MainThread()
    Asset::OnManagedInstanceDeleted()
    Asset::OnReloading
    BinaryAsset::onRename(const StringView& newPath)
    Asset::onUnload_MainThread()
    Asset::OnUnloaded
    ScriptingObject::RegisterObject()
    BinaryAsset::Reimport()
    BinaryAsset::ReleaseChunk(int32 index)
    BinaryAsset::ReleaseChunks()
    BinaryAsset::releaseStorage()
    Asset::Reload()
    Asset::RemoveReference()
    BinaryAsset::RequestChunkDataAsync(int32 index)
    BinaryAsset::SaveAsset(AssetInitData& data, bool silentMode=false)
    BinaryAsset::SaveAsset(const StringView& path, AssetInitData& data, bool silentMode=false)
    BinaryAsset::SaveToAsset(const StringView& path, AssetInitData& data, bool silentMode=false)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    BinaryAsset::SetChunk(int32 index, const Span<byte>& data)
    ManagedScriptingObject::SetManagedInstance(MObject* instance)
    Asset::ShouldDeleteFileOnUnload()
    Animation
    Asset::startLoading()
    BinaryAsset::Storage
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Asset::ToString()
    ScriptingObject::UnregisterObject()
    Asset::WaitForLoaded(double timeoutInMilliseconds=30000.0)
    BinaryAsset::~BinaryAsset()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Content/Assets/Animation.h
    Syntax
    public class Animation : public BinaryAsset

    Fields

    Data

    The animation data.

    Declaration
    public AnimationData Data
    Field Value
    AnimationData

    Events

    The animation events (keyframes per named track).

    Declaration
    public Array<Pair<String, StepCurve<AnimEventData>>> Events
    Field Value
    Array<Pair<String, StepCurve<AnimEventData>>>

    NestedAnims

    The nested animations (animation per named track).

    Declaration
    public Array<Pair<String, NestedAnimData>> NestedAnims
    Field Value
    Array<Pair<String, NestedAnimData>>

    Methods

    getChunksToPreload()

    Gets packed chunks indices to preload before asset loading action

    Declaration
    protected virtual AssetChunksFlag getChunksToPreload() const override
    Returns
    AssetChunksFlag

    Chunks to load flags

    Overrides
    BinaryAsset::getChunksToPreload()

    GetDuration()

    Gets the duration of the animation (in frames).

    Declaration
    public float GetDuration() const
    Returns
    float

    GetFramesPerSecond()

    Gets the amount of the animation frames per second.

    Declaration
    public float GetFramesPerSecond() const
    Returns
    float

    GetInfo()

    Gets the animation clip info.

    Declaration
    public InfoData GetInfo() const
    Returns
    InfoData

    GetLength()

    Gets the length of the animation (in seconds).

    Declaration
    public float GetLength() const
    Returns
    float

    GetMemoryUsage()

    Gets amount of CPU memory used by this resource (in bytes). It's a rough estimation. Memory may be fragmented, compressed or sub-allocated so the actual memory pressure from this resource may vary.

    Declaration
    public virtual uint64 GetMemoryUsage() const override
    Returns
    uint64

    Overrides
    Asset::GetMemoryUsage()

    GetReferences(Array<Guid>& assets, Array<String>& files)

    Declaration
    public void GetReferences(Array<Guid>& assets, Array<String>& files) const override
    Parameters
    Array<Guid> assets

    Array<String> files

    load()

    Load data from the chunks

    Declaration
    protected virtual LoadResult load() override
    Returns
    LoadResult

    Loading result

    Overrides
    BinaryAsset::load()

    LoadTimeline(BytesContainer& result)

    Gets the animation as serialized timeline data. Used to show it in Editor.

    Declaration
    public void LoadTimeline(BytesContainer& result) const
    Parameters
    BytesContainer result

    The output timeline data container. Empty if failed to load.

    OnScriptingDispose()

    Declaration
    public virtual void OnScriptingDispose() override
    Overrides
    Asset::OnScriptingDispose()

    Save(const StringView& path=StringView::Empty)

    Saves this asset to the file. Supported only in Editor.

    Declaration
    public virtual bool Save(const StringView& path=StringView::Empty) override
    Parameters
    StringView path

    The custom asset path to use for the saving. Use empty value to save this asset to its own storage location. Can be used to duplicate asset. Must be specified when saving virtual asset.

    Returns
    bool

    True when cannot save data, otherwise false.

    Overrides
    Asset::Save(const StringView& path=StringView::Empty)

    SaveTimeline(BytesContainer& data)

    Saves the serialized timeline data to the asset as animation.

    This cannot be used by virtual assets.

    Declaration
    public bool SaveTimeline(BytesContainer& data)
    Parameters
    BytesContainer data

    The timeline data container.

    Returns
    bool

    true failed to save data; otherwise, false.

    unload(bool isReloading)

    Unloads asset data

    Declaration
    protected virtual void unload(bool isReloading) override
    Parameters
    bool isReloading

    True if asset is reloading data, otherwise false.

    Overrides
    Asset::unload(bool isReloading)
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