Animation

Inherits: Resource < Reference < Object

Category: Core

Brief Description

Contains data used to animate everything in the engine.

Member Functions

int add_track ( int type, int at_pos=-1 )
void clear ( )
int find_track ( NodePath path ) const
float get_length ( ) const
float get_step ( ) const
int get_track_count ( ) const
bool has_loop ( ) const
IntArray method_track_get_key_indices ( int idx, float time_sec, float delta ) const
String method_track_get_name ( int idx, int key_idx ) const
Array method_track_get_params ( int idx, int key_idx ) const
void remove_track ( int idx )
void set_length ( float time_sec )
void set_loop ( bool enabled )
void set_step ( float size_sec )
int track_find_key ( int idx, float time, bool exact=false ) const
int track_get_interpolation_type ( int idx ) const
int track_get_key_count ( int idx ) const
float track_get_key_time ( int idx, int key_idx ) const
float track_get_key_transition ( int idx, int key_idx ) const
void track_get_key_value ( int idx, int key_idx ) const
NodePath track_get_path ( int idx ) const
int track_get_type ( int idx ) const
void track_insert_key ( int idx, float time, var key, float transition=1 )
void track_move_down ( int idx )
void track_move_up ( int idx )
void track_remove_key ( int idx, int key_idx )
void track_remove_key_at_pos ( int idx, float pos )
void track_set_interpolation_type ( int idx, int interpolation )
void track_set_key_transition ( int idx, int key_idx, float transition )
void track_set_key_value ( int idx, int key, var value )
void track_set_path ( int idx, NodePath path )
int transform_track_insert_key ( int idx, float time, Vector3 loc, Quat rot, Vector3 scale )
Array transform_track_interpolate ( int idx, float time_sec ) const
IntArray value_track_get_key_indices ( int idx, float time_sec, float delta ) const
bool value_track_is_continuous ( int idx ) const
void value_track_set_continuous ( int idx, bool continuous )

Numeric Constants

  • TYPE_VALUE = 0 — Value tracks set values in node properties, but only those which can be Interpolated.
  • TYPE_TRANSFORM = 1 — Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are Interpolated.
  • TYPE_METHOD = 2 — Method tracks call functions with given arguments per key.
  • INTERPOLATION_NEAREST = 0 — No interpolation (nearest value).
  • INTERPOLATION_LINEAR = 1 — Linear interpolation.
  • INTERPOLATION_CUBIC = 2 — Cubic interpolation.

Description

An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.

Animations are just data containers, and must be added to odes such as an AnimationPlayer or AnimationTreePlayer to be played back.

Member Function Description

Add a track to the Animation. The track type must be specified as any of the values in the TYPE_* enumeration.

  • void clear ( )

Clear the animation (clear all tracks and reset all).

  • float get_length ( ) const

Return the total length of the animation (in seconds).

  • float get_step ( ) const
  • int get_track_count ( ) const

Return the amount of tracks in the animation.

  • bool has_loop ( ) const

Return whether the animation has the loop flag set.

Return all the key indices of a method track, given a position and delta time.

  • String method_track_get_name ( int idx, int key_idx ) const

Return the method name of a method track.

  • Array method_track_get_params ( int idx, int key_idx ) const

Return the arguments values to be called on a method track for a given key in a given track.

  • void remove_track ( int idx )

Remove a track by specifying the track index.

  • void set_length ( float time_sec )

Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.

  • void set_loop ( bool enabled )

Set a flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.

  • void set_step ( float size_sec )

Find the key index by time in a given track. Optionally, only find it if the exact time is given.

  • int track_get_interpolation_type ( int idx ) const

Return the interpolation type of a given track, from the INTERPOLATION_* enum.

  • int track_get_key_count ( int idx ) const

Return the amount of keys in a given track.

  • float track_get_key_time ( int idx, int key_idx ) const

Return the time at which the key is located.

  • float track_get_key_transition ( int idx, int key_idx ) const

Return the transition curve (easing) for a specific key (see built-in math function “ease”).

  • void track_get_key_value ( int idx, int key_idx ) const

Return the value of a given key in a given track.

Get the path of a track. for more information on the path format, see track_set_path

  • int track_get_type ( int idx ) const

Get the type of a track.

  • void track_insert_key ( int idx, float time, var key, float transition=1 )

Insert a generic key in a given track.

  • void track_move_down ( int idx )

Move a track down.

  • void track_move_up ( int idx )

Move a track up.

  • void track_remove_key ( int idx, int key_idx )

Remove a key by index in a given track.

  • void track_remove_key_at_pos ( int idx, float pos )

Remove a key by position (seconds) in a given track.

  • void track_set_interpolation_type ( int idx, int interpolation )

Set the interpolation type of a given track, from the INTERPOLATION_* enum.

  • void track_set_key_transition ( int idx, int key_idx, float transition )

Set the transition curve (easing) for a specific key (see built-in math function “ease”).

  • void track_set_key_value ( int idx, int key, var value )

Set the value of an existing key.

Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ”:”. Example: “character/skeleton:ankle” or “character/mesh:transform/local”

Insert a transform key for a transform track.

  • Array transform_track_interpolate ( int idx, float time_sec ) const

Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position (Vector3), rotation (Quat) and scale (Vector3).

Return all the key indices of a value track, given a position and delta time.

  • bool value_track_is_continuous ( int idx ) const

Return whether interpolation is enabled or disabled for a whole track. By default tracks are interpolated.

  • void value_track_set_continuous ( int idx, bool continuous )

Enable or disable interpolation for a whole track. By default tracks are interpolated.