Description | Hierarchy | Fields | Methods | Properties |
type TAnimatedMeshSceneNode = class(TSceneNode)
Scene node capable of displaying an animated mesh and its shadow.
The shadow is optional: If a shadow should be displayed too, just invoke the TAnimatedMeshSceneNode.CreateShadowVolumeSceneNode.
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function AddShadowVolumeSceneNode(Mesh: TMesh=nil; ID: LongInt=-1; ZFailMethod: Boolean=True; Infinity: Single=10000): TShadowVolumeSceneNode; inline; |
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function GetJointNode(const JointName: AnsiString): TBoneSceneNode; overload; inline; |
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function GetJointNode(JointID: LongWord): TBoneSceneNode; overload; inline; |
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function GetMD3TagTransformation(const TagName: AnsiString): TMD3QuaternionTag; inline; |
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function GetMesh: TMesh; inline; |
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function SetFrameLoop(First, Last: LongInt): Boolean; inline; |
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procedure AnimateJoints(CalculateAbsPositions: Boolean=True); inline; |
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procedure SetAnimationEndCallback(Callback: TAnimationEndCallback); inline; |
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procedure SetJointMode(Mode: TJointUpdateMode); inline; |
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procedure SetLoopMode(Loop: Boolean); inline; |
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procedure SetMD2Animation(const Name: AnsiString); overload; inline; |
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procedure SetMD2Animation(Anim: TMD2Animation); overload; inline; |
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procedure SetMesh(NMesh: TMesh); inline; |
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procedure SetRenderFromIdentity(Enable: Boolean); inline; |
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procedure SetTransitionTime(Time: Single); inline; |
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property AnimationSpeed: Single read GetAnimationSpeed write SetAnimationSpeed; |
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property CurrentFrame: Single read GetCurrentFrame write SetCurrentFrame; |
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property EndFrame: LongInt read GetEndFrame; |
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property JointCount: LongWord read GetJointCount; |
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property ReadOnlyMaterials: Boolean read IsReadOnlyMaterials write SetReadOnlyMaterials; |
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property StartFrame: LongInt read GetStartFrame; |
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function AddShadowVolumeSceneNode(Mesh: TMesh=nil; ID: LongInt=-1; ZFailMethod: Boolean=True; Infinity: Single=10000): TShadowVolumeSceneNode; inline; |
Creates shadow volume scene node as child of this node. Parameters
ReturnsThe created shadow scene node. This reference should not be dropped. See TReferenceCounted.Drop for more information. |
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function GetJointNode(const JointName: AnsiString): TBoneSceneNode; overload; inline; |
Like |
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function GetJointNode(JointID: LongWord): TBoneSceneNode; overload; inline; |
Get a pointer to a joint in the mesh (if the mesh is a bone based mesh). var Hand: TSceneNode; .... Hand := YourAnimatedMeshSceneNode.GetJointNode('LeftHand'); Hand.AddChild(WeaponSceneNode); Please note that the joint returned by this method may not exist before this call and the joints in the node were created by it. Parameters
ReturnsThe scene node which represents the joint with the specified ID. Nil if the contained mesh is not an skinned mesh or the name of the joint could not be found. |
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function GetMD3TagTransformation(const TagName: AnsiString): TMD3QuaternionTag; inline; |
Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scene node. |
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function GetMesh: TMesh; inline; |
Returns the current mesh. |
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procedure AnimateJoints(CalculateAbsPositions: Boolean=True); inline; |
Animates the joints in the mesh based on the current frame. |
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procedure SetAnimationEndCallback(Callback: TAnimationEndCallback); inline; |
Sets a callback interface which will be called if an animation playback has ended. Set this to nil to disable the callback again. Please note that this will only be called when in non looped mode, see TAnimatedMeshSceneNode.SetLoopMode. |
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procedure SetJointMode(Mode: TJointUpdateMode); inline; |
Set how the joints should be updated on render. |
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procedure SetLoopMode(Loop: Boolean); inline; |
Sets the looping mode which is on by default. If set to false, animations will not be played looped. |
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procedure SetMD2Animation(const Name: AnsiString); overload; inline; |
Starts a special MD2 animation. Parameters
Returnstrue if successful, and false if not, for example if the mesh in the scene node is not an md2 mesh, or no animation with this name could be found. |
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procedure SetMD2Animation(Anim: TMD2Animation); overload; inline; |
Starts a default MD2 animation. Parameters
ReturnsTrue if successful, and false if not, for example if the mesh in the scene node is not a md2 mesh. |
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procedure SetMesh(NMesh: TMesh); inline; |
Sets a new mesh. |
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procedure SetRenderFromIdentity(Enable: Boolean); inline; |
Render mesh ignoring its transformation. |
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procedure SetTransitionTime(Time: Single); inline; |
Sets the transition time in seconds. |
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property AnimationSpeed: Single read GetAnimationSpeed write SetAnimationSpeed; |
Specifies the speed at which the animation is played in frames per second. |
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property CurrentFrame: Single read GetCurrentFrame write SetCurrentFrame; |
The currently displayed frame number. |
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property EndFrame: LongInt read GetEndFrame; |
The current end frame number. |
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property JointCount: LongWord read GetJointCount; |
The amount of joints in the mesh. |
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property ReadOnlyMaterials: Boolean read IsReadOnlyMaterials write SetReadOnlyMaterials; |
Determines if the scene node should not copy the materials of the mesh but use them in a read only style. |
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property StartFrame: LongInt read GetStartFrame; |
The current start frame. |