iMotionManager Struct Reference
[Mesh support]
Engine for managing MotionTemplates and MotionControllers.
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#include <motion.h>
Inheritance diagram for iMotionManager:

Public Methods | |
virtual iMotionTemplate * | AddMotion (const char *name)=0 |
Create a MotionTemplate. | |
virtual void | DeleteMotion (iMotionTemplate *motiontemp)=0 |
Delete a MotionTemplate. | |
virtual iMotionTemplate * | FindMotionByName (const char *name)=0 |
Find a MotionTemplate by name. | |
virtual iMotionController * | AddController (iSkeletonBone *skel)=0 |
Add a MotionController for animating a skeleton. | |
virtual void | DeleteController (iMotionController *inst)=0 |
Delete a MotionController from a skeleton. | |
virtual iMotionController * | FindControllerBySkeleton (iSkeletonBone *skel)=0 |
Find a MotionController by its skeleton pointer. | |
virtual void | UpdateAll (float timedelta)=0 |
Progress all motions forward by amount of time in seconds. | |
virtual void | UpdateAll (unsigned int curtime)=0 |
Progress all motions forward to time in milliseconds. | |
virtual void | UpdateAll ()=0 |
Progress all motions forward based on the realtime clock. |
Detailed Description
Engine for managing MotionTemplates and MotionControllers.It keeps track of the loaded motions, the controllers which bind the motions to the skeletons, and time.
Definition at line 107 of file motion.h.
Member Function Documentation
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Add a MotionController for animating a skeleton. Will automatically get animated next call to UpdateAll() unless you specifically pause the controller. |
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Create a MotionTemplate.
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Delete a MotionController from a skeleton. Note: Use when deleting a skeleton, not when pausing or changing animations (Memory fragmentation!). |
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Delete a MotionTemplate.
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Find a MotionController by its skeleton pointer.
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Find a MotionTemplate by name.
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Progress all motions forward based on the realtime clock. Note: Don't use this if you plan to implement pause or per-scene timescaling. |
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Progress all motions forward to time in milliseconds. Note: Use this if you want to support pause, but not per-scene timescaling. |
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Progress all motions forward by amount of time in seconds. Note: Use this if you want to support pause and per-scene timescaling. |
The documentation for this struct was generated from the following file:
- iengine/motion.h
Generated for Crystal Space by doxygen 1.2.18