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Untold Engine
Beta v0.0.16
docs
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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 |