AnimTime# ( entity )
Parameters
| entity - entity handle |
Description
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Returns how far through its current sequence an entity is, measured in animation frames. The value is a float running from 0 to AnimLength(entity), and it moves in fractions of a frame because animation is interpolated. Divide by AnimLength to get a 0 to 1 progress figure - handy for driving a progress bar, or for firing a footstep sound at the exact point in a walk cycle. For sound and gameplay cues, though, AddAnimEvent is usually less fiddly than watching the clock. During a crossfade this reports the time in the incoming clip, which is the one you are blending towards. An entity with no animation returns -1, so treat a negative result as "not animated" rather than as a real time. See also: AnimLength, AnimSeq, Animating, Animate, AddAnimEvent. |
Example
; AnimTime Example ; ---------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,2,-6 RotateEntity camera,12,0,0 light=CreateLight() RotateEntity light,45,45,0 ; A grassy paddock for the fox to roam ground=CreatePlane() EntityTexture ground,LoadTexture("media/MossyGround.BMP") ; Load the rigged fox; it has the named clips "Survey", "Walk" and "Run" fox=LoadAnimMesh("../../../samples/glTF/assets/Fox/Fox.glb") If fox=0 Then RuntimeError "Could not load Fox.glb: "+ModelLoadError() ; Shrink the fox to game scale (the file is modelled about 100 units tall) FitMesh fox,-0.8,0,-0.8,1.6,1.6,1.6,True ; Start the fox walking in a loop walk=FindAnimSeq(fox,"Walk") CrossFadeAnim fox,walk,0,1 speed#=1 While Not KeyDown(1) ; Change the playback speed to see AnimTime advance faster or slower If KeyDown(26) And speed>0.1 Then speed=speed-0.01 : SetAnimSpeed fox,speed If KeyDown(27) And speed<4 Then speed=speed+0.01 : SetAnimSpeed fox,speed UpdateWorld ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld ; AnimTime reports where playback is within the current sequence time#=AnimTime(fox) length=AnimLength(fox) Text 0,0,"[ / ]: change speed Arrows: camera Esc: exit" Text 0,20,"AnimTime(fox) = "+time+" of "+length+" ticks" ; Draw the animation time as a progress bar Color 80,200,80 Rect 0,40,time*200.0/length,10,True Color 255,255,255 Rect 0,40,200,10,False Flip Wend End
Index