Drag[en]gine Game Engine  1.0
deBaseAnimatorAnimatorInstance Class Reference

Animator module animator instance peer. More...

#include <deBaseAnimatorAnimatorInstance.h>

Public Member Functions

Constructors and Destructors
 deBaseAnimatorAnimatorInstance ()
 Create new peer. More...
 
virtual ~deBaseAnimatorAnimatorInstance ()
 Clean up peer. More...
 
Management
virtual void Apply (bool direct)
 Apply state of animator to the component if existing. More...
 
virtual void CaptureStateInto (int identifier)
 Capture current state of component into rules matching identifier. More...
 
virtual void StoreFrameInto (int identifier, const char *moveName, float moveTime)
 Store animation frame from animation into rules matching identifier. More...
 
Notifications
virtual void AnimatorChanged ()
 Animator changed. More...
 
virtual void ComponentChanged ()
 Component changed. More...
 
virtual void AnimationChanged ()
 Animation changed. More...
 
virtual void BlendFactorChanged ()
 Blend factor changed. More...
 
virtual void EnableRetargetingChanged ()
 Enable retargeting changed. More...
 
virtual void ProtectDynamicBonesChanged ()
 Protect dynamic bones changed. More...
 
virtual void ControllerChanged (int index)
 Controller changed. More...
 

Detailed Description

Animator module animator instance peer.

Author
Pl├╝ss Roland
Version
1.0
Date
2015

Constructor & Destructor Documentation

◆ deBaseAnimatorAnimatorInstance()

deBaseAnimatorAnimatorInstance::deBaseAnimatorAnimatorInstance ( )

Create new peer.

◆ ~deBaseAnimatorAnimatorInstance()

virtual deBaseAnimatorAnimatorInstance::~deBaseAnimatorAnimatorInstance ( )
virtual

Clean up peer.

Member Function Documentation

◆ AnimationChanged()

virtual void deBaseAnimatorAnimatorInstance::AnimationChanged ( )
virtual

Animation changed.

◆ AnimatorChanged()

virtual void deBaseAnimatorAnimatorInstance::AnimatorChanged ( )
virtual

Animator changed.

◆ Apply()

virtual void deBaseAnimatorAnimatorInstance::Apply ( bool  direct)
virtual

Apply state of animator to the component if existing.

Animator modules can decide to calculate this in parallel. If direct is true the application is always done synchronously and is done after the call returns. If direct is false the calculation can be parallel. The affected resources take care of waiting for the result to become ready if required.

◆ BlendFactorChanged()

virtual void deBaseAnimatorAnimatorInstance::BlendFactorChanged ( )
virtual

Blend factor changed.

◆ CaptureStateInto()

virtual void deBaseAnimatorAnimatorInstance::CaptureStateInto ( int  identifier)
virtual

Capture current state of component into rules matching identifier.

◆ ComponentChanged()

virtual void deBaseAnimatorAnimatorInstance::ComponentChanged ( )
virtual

Component changed.

◆ ControllerChanged()

virtual void deBaseAnimatorAnimatorInstance::ControllerChanged ( int  index)
virtual

Controller changed.

◆ EnableRetargetingChanged()

virtual void deBaseAnimatorAnimatorInstance::EnableRetargetingChanged ( )
virtual

Enable retargeting changed.

◆ ProtectDynamicBonesChanged()

virtual void deBaseAnimatorAnimatorInstance::ProtectDynamicBonesChanged ( )
virtual

Protect dynamic bones changed.

◆ StoreFrameInto()

virtual void deBaseAnimatorAnimatorInstance::StoreFrameInto ( int  identifier,
const char *  moveName,
float  moveTime 
)
virtual

Store animation frame from animation into rules matching identifier.

If moveName does not exist in the animation a default state is captured.

Exceptions
deeInvalidParammoveName is NULL.

The documentation for this class was generated from the following file: