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    Class SceneAnimationPlayer

    The scene animation playback actor.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    SceneAnimationPlayer
    Inherited Members
    Actor::_box
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Actor::_sphere
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    SceneAnimationPlayer
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    SceneAnimationPlayer
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContext& renderContext)
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Actor::GetDirection()
    Actor::GetEditorBoxChildren()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Actor::OnActiveInTreeChanged()
    Actor::OnBeginPlay()
    Actor::OnDebugDraw()
    Actor::OnDebugDrawSelected()
    Actor::OnDeleteObject()
    Actor::OnEndPlay()
    Actor::OnLayerChanged()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnParentChanged()
    Actor::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    Actor::OnStaticFlagsChanged()
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    SceneAnimationPlayer
    SceneAnimationPlayer
    Actor::SetDirection(const Float3& value)
    Actor::SetIsActive(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    SceneAnimationPlayer
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
    Syntax
    public class SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider

    Fields

    Animation

    The scene animation to play.

    Declaration
    public AssetReference<SceneAnimation> Animation
    Field Value
    AssetReference<SceneAnimation>

    CameraArtifacts

    Declaration
    public CameraArtifactsSettings CameraArtifacts
    Field Value
    CameraArtifactsSettings

    Loop

    Determines whether the scene animation should loop when it finishes playing.

    Declaration
    public bool Loop = false
    Field Value
    bool

    PlayOnStart

    Determines whether the scene animation should auto play on game start.

    Declaration
    public bool PlayOnStart = false
    Field Value
    bool

    PostFxMaterials

    Declaration
    public PostFxMaterialsSettings PostFxMaterials
    Field Value
    PostFxMaterialsSettings

    RandomStartTime

    Determines whether the scene animation should randomize the start time on play begin.

    Declaration
    public bool RandomStartTime = false
    Field Value
    bool

    RestoreStateOnStop

    Determines whether the scene animation should restore initial state on playback stop. State is cached when animation track starts play after being stopped (not paused).

    Declaration
    public bool RestoreStateOnStop = false
    Field Value
    bool

    Speed

    The animation playback speed factor. Scales the timeline update delta time. Can be used to speed up or slow down the sequence.

    Declaration
    public float Speed = 1.0f
    Field Value
    float

    StartTime

    The animation start time. Can be used to skip part of the sequence on begin.

    Declaration
    public float StartTime = 0.0f
    Field Value
    float

    UpdateMode

    The animation update mode.

    Declaration
    public UpdateModes UpdateMode = UpdateModes::EveryUpdate
    Field Value
    UpdateModes

    UsePrefabObjects

    Determines whether the scene animation should automatically map prefab objects from scene animation into prefab instances. Useful for reusable animations to automatically link prefab objects.

    Declaration
    public bool UsePrefabObjects = false
    Field Value
    bool

    UseTimeScale

    Determines whether the scene animation should take into account the global game time scale for simulation updates.

    Declaration
    public bool UseTimeScale = true
    Field Value
    bool

    Methods

    BeginPlay(SceneBeginData* data)

    Called when adding object to the game.

    Declaration
    protected virtual void BeginPlay(SceneBeginData* data) override
    Parameters
    SceneBeginData data

    The initialization data (e.g. used to collect joints to link after begin).

    Overrides
    SceneObject::BeginPlay(SceneBeginData* data)

    Blend(PostProcessSettings& other, float weight)

    Blends the object settings to the given settings using given weight.

    Declaration
    public virtual void Blend(PostProcessSettings& other, float weight) override
    Parameters
    PostProcessSettings other

    The other settings to blend to.

    float weight

    The blending weight (normalized to 0-1 range).

    Overrides
    IPostFxSettingsProvider::Blend(PostProcessSettings& other, float weight)

    Collect(RenderContext& renderContext)

    Collects the settings for rendering of the specified task.

    Declaration
    public virtual void Collect(RenderContext& renderContext) override
    Parameters
    RenderContext renderContext

    The rendering context.

    Overrides
    IPostFxSettingsProvider::Collect(RenderContext& renderContext)

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    ISerializable::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    EndPlay()

    Called when removing object from the game.

    Declaration
    protected virtual void EndPlay() override
    Overrides
    SceneObject::EndPlay()

    GetEditorBox()

    Gets actor bounding box (single actor, no children included) for editor tools.

    Declaration
    public virtual BoundingBox GetEditorBox() const override
    Returns
    BoundingBox

    Overrides
    Actor::GetEditorBox()

    GetTime()

    Gets the current animation playback time position (seconds).

    Declaration
    public float GetTime() const
    Returns
    float

    The animation playback time position (seconds).

    HasContentLoaded()

    Returns true if actor has loaded content.

    Declaration
    public virtual bool HasContentLoaded() const override
    Returns
    bool

    Overrides
    Actor::HasContentLoaded()

    IsPaused()

    Gets the value that determines whether the scene animation is paused.

    Declaration
    public bool IsPaused() const
    Returns
    bool

    IsPlaying()

    Gets the value that determines whether the scene animation is playing.

    Declaration
    public bool IsPlaying() const
    Returns
    bool

    IsStopped()

    Gets the value that determines whether the scene animation is stopped.

    Declaration
    public bool IsStopped() const
    Returns
    bool

    MapObject(const Guid& from, const Guid& to)

    Adds an object mapping. The object from represented by it's unique ID will be redirected to the specified to. Can be used to reuse the same animation for different objects.

    Declaration
    public void MapObject(const Guid& from, const Guid& to)
    Parameters
    Guid from

    The source object from the scene animation asset to replace.

    Guid to

    The destination object to animate.

    MapTrack(const StringView& from, const Guid& to)

    Adds an object mapping for the object track. The track name from will be redirected to the specified object to. Can be used to reuse the same animation for different objects.

    Declaration
    public void MapTrack(const StringView& from, const Guid& to)
    Parameters
    StringView from

    The source track name from the scene animation asset to replace.

    Guid to

    The destination object to animate.

    OnDisable()

    Called when actor gets removed from game systems. Occurs on EndPlay event or when actor gets inactivated in hierarchy. Use this event to unregister object from other game system (eg. audio).

    Declaration
    protected virtual void OnDisable() override
    Overrides
    Actor::OnDisable()

    OnEnable()

    Called when actor gets added to game systems. Occurs on BeginPlay event or when actor gets activated in hierarchy. Use this event to register object to other game system (eg. audio).

    Declaration
    protected virtual void OnEnable() override
    Overrides
    Actor::OnEnable()

    OnTransformChanged()

    Called when actor transform gets changed.

    Declaration
    protected virtual void OnTransformChanged() override
    Overrides
    Actor::OnTransformChanged()

    Pause()

    Pauses the animation. Has no effect if animation is not playing.

    Declaration
    public void Pause()

    Play()

    Starts playing the animation. Has no effect if animation is already playing.

    Declaration
    public void Play()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    ISerializable::Serialize(SerializeStream& stream, const void* otherObj)

    SetTime(float value)

    Sets the current animation playback time position (seconds).

    Declaration
    public void SetTime(float value)
    Parameters
    float value

    The value.

    Stop()

    Stops playing the animation. Has no effect if animation is already stopped.

    Declaration
    public void Stop()

    Tick(float dt)

    Manually ticks the animation by performing the playback update with a given time delta.

    Declaration
    public void Tick(float dt)
    Parameters
    float dt

    The update delta time (in seconds). It does not get scaled by player Speed parameter.

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