Kuesa::Qt3D::AnimationPulse¶
Module: Kuesa Qt 3D API
Given a pulse animation, emits signals when the pulse goes up or down. More...
#include <Kuesa/Qt3D/api/animationpulse.h>
Inherits from Kuesa::Qt3D::AnimationPlayer, Kuesa::Qt3D::KuesaNode, Qt3DCore::QNode
Inherited by Kuesa::Qt3D::SteppedAnimationPlayer
Public Signals¶
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void | up() |
void | down() |
void | pulseChanged(float pulse) |
Public Functions¶
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AnimationPulse(Qt3DCore::QNode * parent =nullptr) | |
float | pulse() const |
Public Properties¶
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float | pulse |
Additional inherited members¶
Public Types inherited from Kuesa::Qt3D::AnimationPlayer
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enum | Loops { Infinite} |
Public Slots inherited from Kuesa::Qt3D::AnimationPlayer
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void | setClip(const QString & clip) |
void | setMapper(const QString & mapper) |
void | setRunning(bool running) |
void | setLoopCount(int loops) |
void | setClock(Qt3DAnimation::QClock * clock) |
void | setNormalizedTime(float timeFraction) |
void | start(int delay =0) |
void | stop() |
void | reset() |
void | restart(int delay =0) |
void | run(float fromTimeFraction, float toTimeFraction) |
Public Signals inherited from Kuesa::Qt3D::AnimationPlayer
Name | |
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void | statusChanged(Kuesa::Qt3D::AnimationPlayer::Status status) |
void | clipChanged(const QString & clip) |
void | mapperChanged(const QString & mapper) |
void | runningChanged(bool running) |
void | loopCountChanged(int loops) |
void | clockChanged(Qt3DAnimation::QClock * clock) |
void | normalizedTimeChanged(float index) |
void | durationChanged(float duration) |
void | currentLoopChanged(int currentLoop) |
Public Functions inherited from Kuesa::Qt3D::AnimationPlayer
Name | |
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Q_ENUM(Loops ) | |
Q_ENUM(Status) explicit AnimationPlayer(Qt3DCore | ~AnimationPlayer() |
Status | status() const |
QString | clip() const |
QString | mapper() const |
bool | isRunning() const |
int | loopCount() const |
int | currentLoop() const |
Qt3DAnimation::QClock * | clock() const |
float | normalizedTime() const |
float | duration() const |
QVector< Qt3DCore::QNode * > | targets() const AnimationPlayer::targets returns the list of currently defined targets for animations. |
void | addTarget(Qt3DCore::QNode * target) AnimationPlayer::addTarget adds a node target as a target for the animation. |
void | removeTarget(Qt3DCore::QNode * target) |
Public Properties inherited from Kuesa::Qt3D::AnimationPlayer
Name | |
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Status | status the current status of the player |
QString | clip the name of the clip asset. |
QString | mapper the name of the mapper asset. |
bool | running controls if the animation is running or not |
int | loops controls the number of time the animation should repeat. |
int | currentLoop |
Qt3DAnimation::QClock * | clock instance of Qt3DAnimation::QClock used to control animation speed and direction |
float | normalizedTime progress of the animation as a uniform value between 0. and 1. |
float | duration duration of the animation in secconds |
Public Slots inherited from Kuesa::Qt3D::KuesaNode
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void | setSceneEntity(Kuesa::Qt3D::SceneEntity * sceneEntity) |
Public Signals inherited from Kuesa::Qt3D::KuesaNode
Name | |
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void | sceneEntityChanged(Kuesa::Qt3D::SceneEntity * sceneEntity) |
Public Functions inherited from Kuesa::Qt3D::KuesaNode
Name | |
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KuesaNode(Qt3DCore::QNode * parent =nullptr) | |
SceneEntity * | sceneEntity() const |
Public Properties inherited from Kuesa::Qt3D::KuesaNode
Name | |
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Kuesa::Qt3D::SceneEntity * | sceneEntity |
Protected Attributes inherited from Kuesa::Qt3D::KuesaNode
Name | |
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SceneEntity * | m_sceneEntity |
Detailed Description¶
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Given a pulse animation, emits signals when the pulse goes up or down.
Since: Kuesa 2.0
Note: To support AnimationPulse without any glTF extension, the animation should animate the translation property of a glTF.Node. In particular, the pulse fcurve should animate the "y" property of the translation.
AnimationPulse is an utility class designed to let the designer encode certain events directly on the 3D design tool. Given an animation, it emits an up signal when qRound(animatedValue) increases and a down signal when qRound(animatedValue) decreases.
In combination with a STEP pulse animation, a designer can encode the moment in which certain actions should happen, for example, pausing an animation, directly from the 3D design tool.
Public Signals Documentation¶
signal up¶
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signal down¶
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signal pulseChanged¶
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Public Functions Documentation¶
function AnimationPulse¶
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function pulse¶
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Public Property Documentation¶
property pulse¶
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Updated on 2023-07-03 at 11:02:11 +0000