Animation instance.
More...
#include <Urho3D/Graphics/AnimationState.h>
|
| AnimationState (AnimationController *controller) |
| Construct .
|
|
| ~AnimationState () override |
| Destruct.
|
|
void | ConnectToAnimatedModel (AnimatedModel *model) |
| Connect to AnimatedModel.
|
|
void | Initialize (Animation *animation, const ea::string &startBone, AnimationBlendMode blendMode) |
| Initialize static properties of the state and dirty tracks if changed.
|
|
void | Update (bool looped, float time, float weight) |
| Update dynamic properies of the state.
|
|
void | SetLooped (bool looped) |
|
void | SetWeight (float weight) |
|
void | SetTime (float time) |
|
Animation * | GetAnimation () const |
|
AnimatedModel * | GetModel () const |
| Return connected animated model.
|
|
const ea::string & | GetStartBone () const |
| Return name of start bone.
|
|
bool | IsEnabled () const |
|
bool | IsLooped () const |
|
float | GetWeight () const |
|
AnimationBlendMode | GetBlendMode () const |
|
float | GetTime () const |
|
float | GetLength () const |
|
void | CalculateModelTracks (ea::vector< ModelAnimationOutput > &output) const |
| Calculate animation for the model skeleton.
|
|
void | CalculateNodeTracks (ea::unordered_map< Node *, NodeAnimationOutput > &output) const |
| Apply animation to a scene node hierarchy.
|
|
void | CalculateAttributeTracks (ea::unordered_map< AnimatedAttributeReference, Variant > &output) const |
| Apply animation to attributes.
|
|
|
bool | AreTracksDirty () const |
|
void | MarkTracksDirty () |
|
void | ClearAllTracks () |
|
void | AddModelTrack (const ModelAnimationStateTrack &track) |
|
void | AddNodeTrack (const NodeAnimationStateTrack &track) |
|
void | AddAttributeTrack (const AttributeAnimationStateTrack &track) |
|
void | OnTracksReady () |
|
| RefCounted () |
| Construct. Allocate the reference count structure and set an initial self weak reference.
|
|
virtual | ~RefCounted () |
| Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
|
|
| RefCounted (const RefCounted &rhs)=delete |
| Prevent copy construction.
|
|
RefCounted & | operator= (const RefCounted &rhs)=delete |
| Prevent assignment.
|
|
int | AddRef () |
|
int | ReleaseRef () |
|
int | Refs () const |
|
int | WeakRefs () const |
|
RefCount * | RefCountPtr () const |
| Return pointer to the reference count structure.
|
|
bool | HasScriptObject () const |
| Return true if script runtime object wrapping this native object exists.
|
|
bool | IsScriptStrongRef () const |
| Return true if script reference is strong.
|
|
|
void | CalculateTransformTrack (NodeAnimationOutput &output, const AnimationTrack &track, unsigned &frame, float baseWeight) const |
| Apply value of transformation track to the output.
|
|
void | CalculateAttributeTrack (Variant &output, const VariantAnimationTrack &track, unsigned &frame, float baseWeight) const |
| Apply single attribute track to target object. Key frame hint is updated on call.
|
|
◆ AreTracksDirty()
bool Urho3D::AnimationState::AreTracksDirty |
( |
| ) |
const |
Modify tracks. For internal use only.
◆ GetAnimation()
Animation * Urho3D::AnimationState::GetAnimation |
( |
| ) |
const |
|
inline |
◆ GetBlendMode()
◆ GetLength()
float Urho3D::AnimationState::GetLength |
( |
| ) |
const |
◆ GetTime()
float Urho3D::AnimationState::GetTime |
( |
| ) |
const |
|
inline |
◆ GetWeight()
float Urho3D::AnimationState::GetWeight |
( |
| ) |
const |
|
inline |
◆ IsEnabled()
bool Urho3D::AnimationState::IsEnabled |
( |
| ) |
const |
|
inline |
Return whether weight is nonzero.
◆ IsLooped()
bool Urho3D::AnimationState::IsLooped |
( |
| ) |
const |
|
inline |
◆ SetLooped()
void Urho3D::AnimationState::SetLooped |
( |
bool |
looped | ) |
|
Set looping enabled/disabled.
◆ SetTime()
void Urho3D::AnimationState::SetTime |
( |
float |
time | ) |
|
Set time position. Does not fire animation triggers.
◆ SetWeight()
void Urho3D::AnimationState::SetWeight |
( |
float |
weight | ) |
|
◆ looped_
bool Urho3D::AnimationState::looped_ {} |
|
private |
◆ modelTracks_
Tracks that are actually applied to the objects.
The documentation for this class was generated from the following files: