dtAnim::Animatable Class Reference

This class is used to specify the base class of an object which has semantics for animating. More...

#include <animatable.h>

Inheritance diagram for dtAnim::Animatable:

dtAnim::AnimationChannel dtAnim::AnimationSequence

List of all members.

Public Member Functions

 Animatable ()
 Animatable (const Animatable &pAnim)
Animatableoperator= (const Animatable &pAnim)
float GetStartTime () const
 The start time is the time in seconds this animation will start playing after it was added to an AnimationSequence.
void SetStartDelay (float t)
 The start delay specifies how long in seconds this animation will delay once its parent has started playing.
float GetStartDelay () const
float GetEndTime () const
 The end time is the time in seconds that this animation will start fading out relative to when it was added to an AnimationSequence.
float GetElapsedTime () const
 The elapsed time is the time in seconds since this animation has been added to the play list.
float GetFadeIn () const
 The FadeIn time, is the amount of time takes for an animation to blend linearally from a weight of 0 to the weight specified by BaseWeight after the animation starts playing specified by StartTime.
void SetFadeIn (float f)
float GetFadeOut () const
 The FadeOut time is the amount of time it will take for an animation to blend linearly from its BaseWeight to 0 after the EndTime.
void SetFadeOut (float f)
float GetBaseWeight () const
 The BaseWeight specifies the weight of this animation without being affected by blending.
void SetBaseWeight (float f)
float GetCurrentWeight () const
 The CurrentWeight is the weight of this animation in the current frame this is calculated from the BaseWeight, linear blending from fades, and the parent weight.
bool IsActive () const
 An animation is active if it is currently playing.
float GetSpeed () const
 The speed of an animation is the percentage relative to the actual speed of playback.
void SetSpeed (float speed)
bool ShouldPrune () const
 This flag specifies whether or not this animation has stopped playing.
virtual void Prune ()=0
 This virtual function is called before this animation is removed from the system.
virtual dtCore::RefPtr
< Animatable
Clone (Cal3DModelWrapper *modelWrapper) const =0
 This function is used to copy Animatables.
virtual void Update (float dt)=0
 The virtual update, should be called every frame.
virtual void ForceFadeOut (float time)=0
 ForceFadeOut will ignore the EndTime and automatically fade out this animation over the time specified.
const std::string & GetName () const
 
Returns:
the name of this animation

void SetName (const std::string &)
 
Parameters:
the name to set this animation to

void SetStartTime (float t)
 These functions are only to be used by AnimationController on Update() and Recalculate.
void SetCurrentWeight (float weight)
void SetElapsedTime (float t)
virtual void Recalculate ()=0

Protected Member Functions

virtual ~Animatable ()
void SetPrune (bool b)
 When this flag is set the parent sequence will call Prune() at the end of its update and then delete this animation.
void SetEndTime (float t)
void SetActive (bool b)


Detailed Description

This class is used to specify the base class of an object which has semantics for animating.

Constructor & Destructor Documentation

dtAnim::Animatable::Animatable (  ) 

dtAnim::Animatable::Animatable ( const Animatable pAnim  ) 

dtAnim::Animatable::~Animatable (  )  [protected, virtual]


Member Function Documentation

Animatable & dtAnim::Animatable::operator= ( const Animatable pAnim  ) 

float dtAnim::Animatable::GetStartTime (  )  const

The start time is the time in seconds this animation will start playing after it was added to an AnimationSequence.

void dtAnim::Animatable::SetStartDelay ( float  t  ) 

The start delay specifies how long in seconds this animation will delay once its parent has started playing.

float dtAnim::Animatable::GetStartDelay (  )  const

float dtAnim::Animatable::GetEndTime (  )  const

The end time is the time in seconds that this animation will start fading out relative to when it was added to an AnimationSequence.

float dtAnim::Animatable::GetElapsedTime (  )  const

The elapsed time is the time in seconds since this animation has been added to the play list.

float dtAnim::Animatable::GetFadeIn (  )  const

The FadeIn time, is the amount of time takes for an animation to blend linearally from a weight of 0 to the weight specified by BaseWeight after the animation starts playing specified by StartTime.

void dtAnim::Animatable::SetFadeIn ( float  f  ) 

float dtAnim::Animatable::GetFadeOut (  )  const

The FadeOut time is the amount of time it will take for an animation to blend linearly from its BaseWeight to 0 after the EndTime.

void dtAnim::Animatable::SetFadeOut ( float  f  ) 

float dtAnim::Animatable::GetBaseWeight (  )  const

The BaseWeight specifies the weight of this animation without being affected by blending.

void dtAnim::Animatable::SetBaseWeight ( float  f  ) 

float dtAnim::Animatable::GetCurrentWeight (  )  const

The CurrentWeight is the weight of this animation in the current frame this is calculated from the BaseWeight, linear blending from fades, and the parent weight.

bool dtAnim::Animatable::IsActive (  )  const

An animation is active if it is currently playing.

float dtAnim::Animatable::GetSpeed (  )  const

The speed of an animation is the percentage relative to the actual speed of playback.

It defaults to 1.0, a speed of 2.0 would play twice as fast.

void dtAnim::Animatable::SetSpeed ( float  speed  ) 

bool dtAnim::Animatable::ShouldPrune (  )  const

This flag specifies whether or not this animation has stopped playing.

virtual void dtAnim::Animatable::Prune (  )  [pure virtual]

This virtual function is called before this animation is removed from the system.

Implemented in dtAnim::AnimationChannel, and dtAnim::AnimationSequence.

virtual dtCore::RefPtr<Animatable> dtAnim::Animatable::Clone ( Cal3DModelWrapper modelWrapper  )  const [pure virtual]

This function is used to copy Animatables.

Implemented in dtAnim::AnimationChannel, and dtAnim::AnimationSequence.

virtual void dtAnim::Animatable::Update ( float  dt  )  [pure virtual]

The virtual update, should be called every frame.

Parameters:
delta time

Implemented in dtAnim::AnimationChannel, and dtAnim::AnimationSequence.

virtual void dtAnim::Animatable::ForceFadeOut ( float  time  )  [pure virtual]

ForceFadeOut will ignore the EndTime and automatically fade out this animation over the time specified.

Parameters:
the time to fade out over

Implemented in dtAnim::AnimationChannel, and dtAnim::AnimationSequence.

const std::string & dtAnim::Animatable::GetName (  )  const

Returns:
the name of this animation

void dtAnim::Animatable::SetName ( const std::string &  pName  ) 

Parameters:
the name to set this animation to

void dtAnim::Animatable::SetStartTime ( float  t  ) 

These functions are only to be used by AnimationController on Update() and Recalculate.

void dtAnim::Animatable::SetCurrentWeight ( float  weight  ) 

void dtAnim::Animatable::SetElapsedTime ( float  t  ) 

virtual void dtAnim::Animatable::Recalculate (  )  [pure virtual]

Implemented in dtAnim::AnimationChannel, and dtAnim::AnimationSequence.

void dtAnim::Animatable::SetPrune ( bool  b  )  [protected]

When this flag is set the parent sequence will call Prune() at the end of its update and then delete this animation.

void dtAnim::Animatable::SetEndTime ( float  t  )  [protected]

void dtAnim::Animatable::SetActive ( bool  b  )  [protected]


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2.0.0 generated 14 Feb 2008