#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. More... | |
virtual void | DeleteController (iMotionController *inst)=0 |
Delete a MotionController from a skeleton. More... | |
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. More... | |
virtual void | UpdateAll (unsigned int curtime)=0 |
Progress all motions forward to time in milliseconds. More... | |
virtual void | UpdateAll ()=0 |
Progress all motions forward based on the realtime clock. More... |
It keeps track of the loaded motions, the controllers which bind the motions to the skeletons, and time.
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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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Delete a MotionController from a skeleton. Note: Use when deleting a skeleton, not when pausing or changing animations (Memory fragmentation!). |
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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. |