Untold Engine
Beta v0.0.16
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The U4DAnimation class implements 3D animations for 3D model entities. More...
Public Member Functions | |
U4DAnimation (U4DModel *uModel) | |
Constructor for the animation class. More... | |
~U4DAnimation () | |
Destructor for the animation class. More... | |
void | play () |
Method which plays the 3D animation. | |
void | playFromKeyframe (int uKeyframe) |
Method which plays the 3D animation. | |
void | stop () |
Method which stops the 3D animation. | |
void | pause () |
pause the 3D animation | |
void | runAnimation () |
Runs the 3D animation. | |
bool | isAnimationPlaying () |
is the current animation playing | |
void | setAnimationIsPlaying (bool uValue) |
set if animation is currently playing | |
bool | getAnimationIsPlaying () |
get if the animation is currently playing | |
int | getCurrentKeyframe () |
get the current animation keyframe | |
float | getCurrentInterpolationTime () |
get the current interpolation time | |
float | getFPS () |
get the current animation frame-per-second | |
bool | getIsUpdatingKeyframe () |
is the keyframe currently being updated. More... | |
void | setPlayContinuousLoop (bool uValue) |
set if the animation should play in a continous loop | |
bool | getPlayContinuousLoop () |
get if the animation should play in a continuous loop | |
float | getDurationOfKeyframe () |
get the duration of the keyframe | |
void | setIsAllowedToBeInterrupted (bool uValue) |
set if the engine is allowed to interrupt the animation while it is playing More... | |
bool | getIsAllowedToBeInterrupted () |
get if the engine is allowed to interrupt the animation while it is playing More... | |
Public Attributes | |
U4DModel * | u4dModel |
Pointer to the 3D model entity that the 3D animation will attach to. | |
std::string | name |
Name of the 3D animation. | |
float | fps |
3D animation frames-per-seconds | |
int | keyframe |
3D animation keyframes | |
int | keyframeRange |
3D animation keyframe range | |
float | interpolationTime |
3D animation keyframe interpolation time | |
U4DMatrix4n | modelerAnimationTransform |
Modeler 3D animation transform space. e.g. A Blender 3D animation requires a transform matrix before it can be played in opengl properly. | |
std::vector< ANIMATIONDATA > | animationsContainer |
Vector containing all the 3D animation data. | |
U4DBoneData * | rootBone |
Pointer to the root bone of the model armature. | |
The U4DAnimation class implements 3D animations for 3D model entities.
U4DEngine::U4DAnimation::U4DAnimation | ( | U4DModel * | uModel | ) |
Constructor for the animation class.
it initializes the scheduler and timer. It also gets access to the armature root bone
uModel | 3D model entity to attach the 3D animation to |
U4DEngine::U4DAnimation::~U4DAnimation | ( | ) |
Destructor for the animation class.
releases the scheduler and timer
bool U4DEngine::U4DAnimation::getIsAllowedToBeInterrupted | ( | ) |
get if the engine is allowed to interrupt the animation while it is playing
if this is set to false, the engine will wait until the animation has finished before it starts playing another animation
bool U4DEngine::U4DAnimation::getIsUpdatingKeyframe | ( | ) |
is the keyframe currently being updated.
this is determined by checking if the animation is currently playing and if the interpolation time is not zero
void U4DEngine::U4DAnimation::setIsAllowedToBeInterrupted | ( | bool | uValue | ) |
set if the engine is allowed to interrupt the animation while it is playing
if this is set to false, the engine will wait until the animation has finished before it starts playing another animation