Untold Engine  Beta v0.0.16
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U4DEngine::U4DAnimationManager Class Reference

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
 
U4DAnimationgetCurrentPlayingAnimation ()
 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...
 
U4DAnimationgetPreviousAnimation ()
 get pointer to the previous animation More...
 
U4DAnimationgetNextAnimation ()
 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...
 

Detailed Description

The U4DAnimationManager class manages 3D animations for 3D model entities.

Constructor & Destructor Documentation

◆ U4DAnimationManager()

U4DEngine::U4DAnimationManager::U4DAnimationManager ( )

Class constructor.

initializes the current, next and previous animations to null. It also creates the U4DBlendAnimation object

◆ ~U4DAnimationManager()

U4DEngine::U4DAnimationManager::~U4DAnimationManager ( )

Class destructor.

releases the U4DBlendAnimation object

Member Function Documentation

◆ getAnimationCurrentInterpolationTime()

float U4DEngine::U4DAnimationManager::getAnimationCurrentInterpolationTime ( )

get the current animation interpolation time

Returns
current animation interpolation time

◆ getAnimationCurrentKeyframe()

int U4DEngine::U4DAnimationManager::getAnimationCurrentKeyframe ( )

get animation current keyframe

Returns
current keyframe being played

◆ getAnimationFPS()

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

Returns
current animation frames per second

◆ getBlendedStartInterpolationTime()

int U4DEngine::U4DAnimationManager::getBlendedStartInterpolationTime ( )

get the interpolation time when the engine should blend the animations

Returns
interpolation time when to blend the animations

◆ getBlendedStartKeyframe()

int U4DEngine::U4DAnimationManager::getBlendedStartKeyframe ( )

get the keyframe when the engine should blend the animations

Returns
keyframe whent to blend the animations

◆ getCurrentPlayingAnimation()

U4DAnimation * U4DEngine::U4DAnimationManager::getCurrentPlayingAnimation ( )

Gets a pointer to the current playing animation.

Returns
current playing animation

◆ getDurationOfCurrentAnimationKeyframe()

float U4DEngine::U4DAnimationManager::getDurationOfCurrentAnimationKeyframe ( )

get the current animation keyframe duration

Returns
duration of keyframe

◆ getIsAnimationUpdatingKeyframe()

bool U4DEngine::U4DAnimationManager::getIsAnimationUpdatingKeyframe ( )

determines if the engine is updating the animation keyframe

Returns
true if the keyframe is being updated

◆ getNextAnimation()

U4DAnimation * U4DEngine::U4DAnimationManager::getNextAnimation ( )

get pointer to the next animation to play

Returns
next animation

◆ getPlayBlendedAnimation()

bool U4DEngine::U4DAnimationManager::getPlayBlendedAnimation ( )

get if the current animation must be blended

Returns
true if the animations should be blended

◆ getPreviousAnimation()

U4DAnimation * U4DEngine::U4DAnimationManager::getPreviousAnimation ( )

get pointer to the previous animation

Returns
previous animation

◆ removeCurrentPlayingAnimation()

void U4DEngine::U4DAnimationManager::removeCurrentPlayingAnimation ( )

removes the current playing animation

It also sets the current animation as previous animation

◆ setPlayBlendedAnimation()

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

Parameters
uValuetrue if the animation should be transitioned smoothly

◆ setPlayNextAnimationContinuously()

void U4DEngine::U4DAnimationManager::setPlayNextAnimationContinuously ( bool  uValue)

set the next animation to play continuously

Parameters
uValuetrue if the animation should play continuously