Untold Engine
Beta v0.0.16
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The U4DAnimationManager class manages 3D animations for 3D model entities. More...
Public Member Functions | |
U4DAnimationManager () | |
Class constructor. More... | |
~U4DAnimationManager () | |
Class destructor. More... | |
void | setAnimationToPlay (U4DAnimation *uAnimation) |
sets which animation to play next | |
void | pauseCurrentPlayingAnimation () |
pauses current animation | |
void | playAnimation () |
plays the animation | |
void | playAnimationFromKeyframe (int uKeyframe) |
plays the animation from a particular keyframe | |
U4DAnimation * | getCurrentPlayingAnimation () |
Gets a pointer to the current playing animation. More... | |
void | stopAnimation () |
stops the current animation | |
void | removeCurrentPlayingAnimation () |
removes the current playing animation More... | |
void | removeAllAnimations () |
sets the current, previous and next animation as null | |
bool | getIsAnimationUpdatingKeyframe () |
determines if the engine is updating the animation keyframe More... | |
int | getAnimationCurrentKeyframe () |
get animation current keyframe More... | |
float | getAnimationCurrentInterpolationTime () |
get the current animation interpolation time More... | |
float | getAnimationFPS () |
get the animation frames-per-second More... | |
void | setPlayNextAnimationContinuously (bool uValue) |
set the next animation to play continuously More... | |
float | getDurationOfCurrentAnimationKeyframe () |
get the current animation keyframe duration More... | |
void | setPlayBlendedAnimation (bool uValue) |
Set if the the animations should be blended. More... | |
bool | getPlayBlendedAnimation () |
get if the current animation must be blended More... | |
U4DAnimation * | getPreviousAnimation () |
get pointer to the previous animation More... | |
U4DAnimation * | getNextAnimation () |
get pointer to the next animation to play More... | |
int | getBlendedStartKeyframe () |
get the keyframe when the engine should blend the animations More... | |
int | getBlendedStartInterpolationTime () |
get the interpolation time when the engine should blend the animations More... | |
The U4DAnimationManager class manages 3D animations for 3D model entities.
U4DEngine::U4DAnimationManager::U4DAnimationManager | ( | ) |
Class constructor.
initializes the current, next and previous animations to null. It also creates the U4DBlendAnimation object
U4DEngine::U4DAnimationManager::~U4DAnimationManager | ( | ) |
Class destructor.
releases the U4DBlendAnimation object
float U4DEngine::U4DAnimationManager::getAnimationCurrentInterpolationTime | ( | ) |
get the current animation interpolation time
int U4DEngine::U4DAnimationManager::getAnimationCurrentKeyframe | ( | ) |
get animation current keyframe
float U4DEngine::U4DAnimationManager::getAnimationFPS | ( | ) |
get the animation frames-per-second
the FPS is read from the blender script file. The blender script files contains the animation information
int U4DEngine::U4DAnimationManager::getBlendedStartInterpolationTime | ( | ) |
get the interpolation time when the engine should blend the animations
int U4DEngine::U4DAnimationManager::getBlendedStartKeyframe | ( | ) |
get the keyframe when the engine should blend the animations
U4DAnimation * U4DEngine::U4DAnimationManager::getCurrentPlayingAnimation | ( | ) |
Gets a pointer to the current playing animation.
float U4DEngine::U4DAnimationManager::getDurationOfCurrentAnimationKeyframe | ( | ) |
get the current animation keyframe duration
bool U4DEngine::U4DAnimationManager::getIsAnimationUpdatingKeyframe | ( | ) |
determines if the engine is updating the animation keyframe
U4DAnimation * U4DEngine::U4DAnimationManager::getNextAnimation | ( | ) |
get pointer to the next animation to play
bool U4DEngine::U4DAnimationManager::getPlayBlendedAnimation | ( | ) |
get if the current animation must be blended
U4DAnimation * U4DEngine::U4DAnimationManager::getPreviousAnimation | ( | ) |
get pointer to the previous animation
void U4DEngine::U4DAnimationManager::removeCurrentPlayingAnimation | ( | ) |
removes the current playing animation
It also sets the current animation as previous animation
void U4DEngine::U4DAnimationManager::setPlayBlendedAnimation | ( | bool | uValue | ) |
Set if the the animations should be blended.
The engine allows for two animation to be transitioned smoothly between each other
uValue | true if the animation should be transitioned smoothly |
void U4DEngine::U4DAnimationManager::setPlayNextAnimationContinuously | ( | bool | uValue | ) |
set the next animation to play continuously
uValue | true if the animation should play continuously |