Class T3DResourceAnimation
Unit
Declaration
type T3DResourceAnimation = class(TObject)
Description
Animation defined by T3DResource.
Hierarchy
- TObject
- T3DResourceAnimation
Overview
Methods
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constructor Create(const AOwner: T3DResource; const AName: string; const ARequired: boolean = true); |
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function BoundingBox: TBox3D; |
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function Defined: boolean; |
Properties
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property Duration: Single read FDuration; |
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property URL: string read FURL write FURL; deprecated 'do not use separate URLs for each animation; use one URL with all animations; see https://castle-engine.io/creating_data_resources.php'; |
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property AnimationName: string read FAnimationName write FAnimationName; |
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property TimeSensor: string read FAnimationName write FAnimationName; deprecated 'use AnimationName'; |
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property Name: string read FName; |
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property Required: boolean read FRequired; |
Description
Methods
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constructor Create(const AOwner: T3DResource; const AName: string; const ARequired: boolean = true); |
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function BoundingBox: TBox3D; |
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function Defined: boolean; |
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Was the animation state defined in resource.xml file. May be | |
Properties
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property Duration: Single read FDuration; |
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Duration of the animation. See engine tutorial about how resources animations duration is calculated. Always 0 if not Defined. | |
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property URL: string read FURL write FURL; deprecated 'do not use separate URLs for each animation; use one URL with all animations; see https://castle-engine.io/creating_data_resources.php'; |
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Warning: this symbol is deprecated: do not use separate URLs for each animation; use one URL with all animations; see https://castle-engine.io/creating_data_resources.php
Scene | |
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property AnimationName: string read FAnimationName write FAnimationName; |
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Animation name (like for TCastleSceneCore.PlayAnimation), which is equal to TimeSensor node name. All animations are started by X3D TimeSensor node. If not given, we assume it's just 'animation', which is fine at least for castle-anim-frames and MD3 files loaded using TNodeInterpolator. This refers to an X3D TimeSensor node inside animation model (from URL) or, when not defined, inside whole resource model (from T3DResource.ModelURL). See [https://castle-engine.io/creating_data_resources.php] for documentation how you can define creature animations. | |
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property TimeSensor: string read FAnimationName write FAnimationName; deprecated 'use AnimationName'; |
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Warning: this symbol is deprecated: use AnimationName | |
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property Name: string read FName; |
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property Required: boolean read FRequired; |
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