Animation Resource. More...
#include <deAnimation.h>
Public Member Functions | |
Constructors and Destructors | |
| deAnimation (deAnimationManager *resMgr, const char *filename) | |
| Creates a new animation resource with the given resource manager and filename. | |
| ~deAnimation () | |
| Cleans up the resource. | |
Management | |
| bool | MatchesModel (deModel *model) const |
| Determines if the bones of an animation match to those of a model. | |
Bone Management | |
| int | GetBoneCount () const |
| Retrieves the count of bones. | |
| deAnimationBone * | GetBone (int index) const |
| Retrieves the bone at the given index. | |
| int | FindBone (const char *name) const |
| Retrieves the index for the bone with the given name or -1 if not found. | |
| void | AddBone (deAnimationBone *bone) |
| Adds a new bone. | |
Move Management | |
| int | GetMoveCount () const |
| Retrieves the count of moves. | |
| deAnimationMove * | GetMove (int index) const |
| Retrieves the move at the given index. | |
| int | FindMove (const char *name) const |
| Retrieves the index of the move with the given name or -1 if not found. | |
| void | AddMove (deAnimationMove *move) |
| Adds the given move. | |
Animation Resource.
Animation resources contain the states of bones for animation purpose. The animation resource contains a list of moves which describe the single movement of a riged object. Each move contains a keyframe list for each bone of the animation. Those keyframes contain the state of a bone in a particular point of time. This information can be used by the engine and the game scripts to derive the bone position for an arbitrary point in time. The bones of an animation have to be mapped first to the bones of a rig.
| deAnimation::deAnimation | ( | deAnimationManager * | resMgr, |
| const char * | filename | ||
| ) |
Creates a new animation resource with the given resource manager and filename.
| deAnimation::~deAnimation | ( | ) |
Cleans up the resource.
| void deAnimation::AddBone | ( | deAnimationBone * | bone ) |
Adds a new bone.
| void deAnimation::AddMove | ( | deAnimationMove * | move ) |
Adds the given move.
| int deAnimation::FindBone | ( | const char * | name ) | const |
Retrieves the index for the bone with the given name or -1 if not found.
| int deAnimation::FindMove | ( | const char * | name ) | const |
Retrieves the index of the move with the given name or -1 if not found.
| deAnimationBone* deAnimation::GetBone | ( | int | index ) | const |
Retrieves the bone at the given index.
| int deAnimation::GetBoneCount | ( | ) | const [inline] |
Retrieves the count of bones.
| deAnimationMove* deAnimation::GetMove | ( | int | index ) | const |
Retrieves the move at the given index.
| int deAnimation::GetMoveCount | ( | ) | const [inline] |
Retrieves the count of moves.
| bool deAnimation::MatchesModel | ( | deModel * | model ) | const |
Determines if the bones of an animation match to those of a model.
This function is depracted and will be removed soon.
1.7.2