Gorilla.Animation

Unit Gorilla.Animation.pas

Classes

Constants

  • const GORILLA_ANIMATION_DEFAULT : string = "Animation1";

TPropertyKeyAnimation

The Gorilla3D specific property key animation as basis for TPoint3DKeyAnimation, TVector3DKeyAnimation, TTransformationKeyAnimation and TCoordinateKeyAnimation.

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TSkeletonKeyAnimation

The SkeletonKeyAnimation is Helper-Animation for skeleton- / skin-animations. Here often many joints come with an animation. Due to async handling of each interpolator (joint), there could be tiny offsets which lead to massive graphics disposition-effects.

Remarks

The SkeletonKeyAnimation instance holds a number of TPropertyKeyAnimation instances. None of those animations are really executed. The SkeletonKeyAnimation executes the ProcessTick() routine of each interpolator instead of the asynchronous animation thread.

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  • public Interpolators : TObjectList<Gorilla.Animation.TPropertyKeyAnimation>

    Returns the list of grouped interpolators. Do not use Interpolators.Add()! Use the AddInterpolator() method to add a new interpolator to the animation group. Otherwise the specific interpolator may not be able to run.

    read FInterpolators
  • published AutoRepaint : Boolean

    By the AutoRepaint property you can control the update mechanism. By default (TRUE) the SkeletonKeyAnimation will automatically call Repaint() after each ProcessAnimation() call. This means with every animation step an update process is initiated. If you want to control repainting yourself by BeginUpdate/EndUpdate of the TGorillaViewport, set this property to FALSE.

    read FAutoRepaint
    write FAutoRepaint

TGorillaAnimation

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TGorillaAnimationManager

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