#include <animationchannel.h>

Public Member Functions | ||||
| AnimationChannel () | ||||
| If you use the default constructor you must call SetAnimation, and SetModel. | ||||
| AnimationChannel (Cal3DModelWrapper *pModelWrapper, AnimationWrapper *pAnimationWrapper) | ||||
| ||||
| void | SetAnimation (AnimationWrapper *pAnimation) | |||
| This function associates this channel with the supplied animation wrapper. | ||||
| AnimationWrapper * | GetAnimation () | |||
| const AnimationWrapper * | GetAnimation () const | |||
| Cal3DModelWrapper * | GetModel () | |||
| ||||
| const Cal3DModelWrapper * | GetModel () const | |||
| ||||
| void | SetModel (Cal3DModelWrapper *pWrapper) | |||
| This function sets the model wrapper used to make the calls to play the animation. | ||||
| virtual dtCore::RefPtr < Animatable > | Clone (Cal3DModelWrapper *wrapper) const | |||
| This function copies the animation channel. | ||||
| bool | IsLooping () const | |||
| If an animation is not looping then it will be considered an action and the blend weights will be ignored. | ||||
| void | SetLooping (bool b) | |||
| bool | IsAction () const | |||
| If an animation is an action it will play once and automatically delete itself it will also be weighted to override all other conflicting animations. | ||||
| void | SetAction (bool b) | |||
| float | GetMaxDuration () const | |||
| The Max Duration will allow a user to set the amount of time this animation will play in seconds. | ||||
| void | SetMaxDuration (float b) | |||
| void | Update (float dt) | |||
| The per frame update function. | ||||
| void | Recalculate () | |||
| Recalculate is called on PlayAnimation() it calculates the start and end times of our animation. | ||||
| void | Prune () | |||
| Prune is called before the animation is deleted. | ||||
| void | ForceFadeOut (float time) | |||
| ForceFadeOut will ignore the EndTime and automatically fade out this animation over the time specified. | ||||
Protected Member Functions | ||||
| ~AnimationChannel () | ||||
| AnimationChannel (const AnimationChannel &) | ||||
| Copy Constructor Only clone should call this. | ||||
| AnimationChannel & | operator= (const AnimationChannel &) | |||
| Operator Equal Hide this to prevent assigning. | ||||
| dtAnim::AnimationChannel::AnimationChannel | ( | ) |
If you use the default constructor you must call SetAnimation, and SetModel.
| dtAnim::AnimationChannel::AnimationChannel | ( | Cal3DModelWrapper * | pModelWrapper, | |
| AnimationWrapper * | pAnimationWrapper | |||
| ) |
| the | model wrapper used to play animations with |
| the | animation wrapper to specify which animation to play |
| dtAnim::AnimationChannel::~AnimationChannel | ( | ) | [protected] |
| dtAnim::AnimationChannel::AnimationChannel | ( | const AnimationChannel & | pChannel | ) | [protected] |
Copy Constructor Only clone should call this.
| void dtAnim::AnimationChannel::SetAnimation | ( | AnimationWrapper * | pAnimation | ) |
This function associates this channel with the supplied animation wrapper.
| the | animation wrapper this channel will play |
| AnimationWrapper * dtAnim::AnimationChannel::GetAnimation | ( | ) |
| const AnimationWrapper * dtAnim::AnimationChannel::GetAnimation | ( | ) | const |
| Cal3DModelWrapper * dtAnim::AnimationChannel::GetModel | ( | ) |
| const Cal3DModelWrapper * dtAnim::AnimationChannel::GetModel | ( | ) | const |
| void dtAnim::AnimationChannel::SetModel | ( | Cal3DModelWrapper * | pWrapper | ) |
This function sets the model wrapper used to make the calls to play the animation.
| the | associated model wrapper |
| dtCore::RefPtr< Animatable > dtAnim::AnimationChannel::Clone | ( | Cal3DModelWrapper * | wrapper | ) | const [virtual] |
| bool dtAnim::AnimationChannel::IsLooping | ( | ) | const |
If an animation is not looping then it will be considered an action and the blend weights will be ignored.
| void dtAnim::AnimationChannel::SetLooping | ( | bool | b | ) |
| bool dtAnim::AnimationChannel::IsAction | ( | ) | const |
If an animation is an action it will play once and automatically delete itself it will also be weighted to override all other conflicting animations.
| void dtAnim::AnimationChannel::SetAction | ( | bool | b | ) |
| float dtAnim::AnimationChannel::GetMaxDuration | ( | ) | const |
The Max Duration will allow a user to set the amount of time this animation will play in seconds.
| void dtAnim::AnimationChannel::SetMaxDuration | ( | float | b | ) |
| void dtAnim::AnimationChannel::Update | ( | float | dt | ) | [virtual] |
| void dtAnim::AnimationChannel::Recalculate | ( | ) | [virtual] |
Recalculate is called on PlayAnimation() it calculates the start and end times of our animation.
Implements dtAnim::Animatable.
| void dtAnim::AnimationChannel::Prune | ( | ) | [virtual] |
| void dtAnim::AnimationChannel::ForceFadeOut | ( | float | time | ) | [virtual] |
ForceFadeOut will ignore the EndTime and automatically fade out this animation over the time specified.
| the | time to fade out over |
Implements dtAnim::Animatable.
| AnimationChannel & dtAnim::AnimationChannel::operator= | ( | const AnimationChannel & | pChannel | ) | [protected] |
Operator Equal Hide this to prevent assigning.