Drag[en]gine Game Engine  1.0
deAnimatorController Class Reference

Animator Controller Class. More...

#include <deAnimatorController.h>

Public Member Functions

Constructors and Destructors
 deAnimatorController ()
 ~deAnimatorController ()
float GetMinimumValue () const
float GetMaximumValue () const
void SetValueRange (float minValue, float maxValue)
float GetCurrentValue () const
void SetCurrentValue (float value)
void IncrementCurrentValue (float incrementBy)
bool GetFrozen () const
void SetFrozen (bool frozen)
bool GetClamp () const
void SetClamp (bool clamp)
const decVectorGetVector () const
void SetVector (const decVector &vector)

Detailed Description

Animator Controller Class.

Animator controllers provide the user with control over how the individual rules of an animator produce an animation. Controllers are written in a way that you can use them without having to do scaling or transformation on your own. You can provide a minimum and maximum value matching your setup. The controller takes care of transforming the current value into the proper 0 to 1 range required for rules to work with. The current value is set by the user and is clamped to the range specified before. The real value is in the range 0 to 1 and is used by the rules. The real value can only be read. Furthermore a controller can be frozen. If a controller is frozen no values can be changed. This is useful to prevent a controller from changing without having to change all code path to account for the frozen state. In addition a controller can also contain a matrix instead of a ranged value. This can be useful for certain specialized rules which need a position or even orientations to do their work.

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Constructor & Destructor Documentation

◆ deAnimatorController()

deAnimatorController::deAnimatorController ( )

Creates a new animator controller with range 0 to 1 and the value 0.

◆ ~deAnimatorController()

deAnimatorController::~deAnimatorController ( )

Cleans up the animator.

Member Function Documentation

◆ GetClamp()

bool deAnimatorController::GetClamp ( ) const

Determines if values passed the range are clamped or wrapped around.

References decMath::clamp(), and SetClamp().

◆ GetCurrentValue()

float deAnimatorController::GetCurrentValue ( ) const

Retrieves the current value.

References IncrementCurrentValue(), and SetCurrentValue().

◆ GetFrozen()

bool deAnimatorController::GetFrozen ( ) const

Determines if the controller is frozen.

References SetFrozen().

◆ GetMaximumValue()

float deAnimatorController::GetMaximumValue ( ) const

Retrieves the maximum value.

References SetValueRange().

◆ GetMinimumValue()

float deAnimatorController::GetMinimumValue ( ) const

Retrieves the minimum value.

◆ GetVector()

const decVector& deAnimatorController::GetVector ( ) const

Retrieves the controller vector.

References SetVector().

◆ IncrementCurrentValue()

void deAnimatorController::IncrementCurrentValue ( float  incrementBy)

Increments the current value.

Referenced by GetCurrentValue().

◆ SetClamp()

void deAnimatorController::SetClamp ( bool  clamp)

Sets if values passed the range are clamped or wrapped around.

Referenced by GetClamp().

◆ SetCurrentValue()

void deAnimatorController::SetCurrentValue ( float  value)

Sets the current value.

Referenced by GetCurrentValue().

◆ SetFrozen()

void deAnimatorController::SetFrozen ( bool  frozen)

Sets if the controller is frozen.

Referenced by GetFrozen().

◆ SetValueRange()

void deAnimatorController::SetValueRange ( float  minValue,
float  maxValue 

Sets the value range.

Referenced by GetMaximumValue().

◆ SetVector()

void deAnimatorController::SetVector ( const decVector vector)

Sets the controller vector.

Referenced by GetVector().

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