Class TPlayAnimationParameters
Unit
Declaration
type TPlayAnimationParameters = class(TObject)
Description
Parameters to use when playing animation, see TCastleSceneCore.PlayAnimation.
Design note: This is a class, not e.g. an advanced record. This way is has always sensible defaults. You will usually create and quickly destroy it around the TCastleSceneCore.PlayAnimation call. Don't worry, time of creation/destruction of it really doesn't matter in practice, thanks to fast FPC memory allocator.
Hierarchy
- TObject
- TPlayAnimationParameters
Overview
Fields
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Name: string; |
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Loop: boolean; |
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Forward: boolean; |
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StopNotification: TStopAnimationEvent; |
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TransitionDuration: TFloatTime; |
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InitialTime: TFloatTime; |
Methods
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constructor Create; |
Description
Fields
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Name: string; |
Animation name. You have to set at least this field, otherwise calling TCastleSceneCore.PlayAnimation with this is useless. |
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Loop: boolean; |
Should we play in a |
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Forward: boolean; |
Does animation play |
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StopNotification: TStopAnimationEvent; |
Notification when the animation finished playing, which happens if the animation was non-looping and it reached the end, or another animation was started by TCastleSceneCore.PlayAnimation. This will never fire if the animation did not exist (TCastleSceneCore.PlayAnimation returned Listening on this notification is usually simpler and more reliable then explicitly adding a notification to TTimeSensorNode.EventIsActive, e.g. by |
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TransitionDuration: TFloatTime; |
Time, in seconds, when this animation fades-in (and the previous animation, if any, fades-out). See https://castle-engine.io/wp/2018/03/21/animation-blending/ |
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InitialTime: TFloatTime; |
Start new animation at given moment in animation. Allows to start animation from the middle, not necessarily from the start. Note that animation blending (TransitionDuration) starts from the moment you called the PlayAnimation, i.e. from |
Methods
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constructor Create; |
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