#include <AnimationComponent.h>
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| AnimationComponent (SceneGraphNode *parentSGN, PlatformContext &context) |
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bool | playAnimation (const string &name) |
| Select an animation by name.
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bool | playAnimation (U32 pAnimIndex) |
| Select an animation by index.
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bool | playNextAnimation () noexcept |
| Select next available animation.
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bool | playPreviousAnimation () noexcept |
| Select previous available animation.
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I32 | frameCount (U32 animationID) const |
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U8 | boneCount () const |
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bool | frameTicked () const noexcept |
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const vector< Line > & | skeletonLines () const |
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ShaderBuffer * | getBoneBuffer () const |
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AnimEvaluator & | getAnimationByIndex (U32 animationID) const |
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void | resetTimers () noexcept |
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AnimEvaluator::FrameIndex | frameIndex () const noexcept |
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I32 | frameCount () const |
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AnimEvaluator & | getCurrentAnimation () const |
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| PROPERTY_R (bool, showSkeleton, false) |
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| PROPERTY_RW (F32, animationSpeed, 1.f) |
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| POINTER_RW (SceneAnimator, animator, nullptr) |
| Pointer to the mesh's animator. Owned by the mesh!
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| PROPERTY_R (U32, animationIndex, U32_MAX) |
| Current animation index for the current SGN.
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| PROPERTY_RW (U32, previousAnimationIndex, U32_MAX) |
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void | playAnimations (const bool state) noexcept |
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bool | playAnimations () const noexcept |
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Definition at line 47 of file AnimationComponent.h.
◆ Parent
◆ AnimationComponent()
◆ boneCount()
U8 Divide::AnimationComponent::boneCount |
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const |
◆ frameCount() [1/2]
I32 Divide::AnimationComponent::frameCount |
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const |
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inline |
◆ frameCount() [2/2]
I32 Divide::AnimationComponent::frameCount |
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U32 |
animationID | ) |
const |
◆ frameIndex()
◆ frameTicked()
bool Divide::AnimationComponent::frameTicked |
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const |
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noexcept |
◆ getAnimationByIndex()
AnimEvaluator & Divide::AnimationComponent::getAnimationByIndex |
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U32 |
animationID | ) |
const |
◆ getBoneBuffer()
ShaderBuffer * Divide::AnimationComponent::getBoneBuffer |
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const |
◆ getCurrentAnimation()
AnimEvaluator & Divide::AnimationComponent::getCurrentAnimation |
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const |
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inline |
◆ GlobalAnimationState() [1/2]
static bool Divide::AnimationComponent::GlobalAnimationState |
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inlinestaticprotectednoexcept |
◆ GlobalAnimationState() [2/2]
static void Divide::AnimationComponent::GlobalAnimationState |
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const bool |
state | ) |
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inlinestaticprotectednoexcept |
◆ playAnimation() [1/2]
bool Divide::AnimationComponent::playAnimation |
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const string & |
name | ) |
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◆ playAnimation() [2/2]
bool Divide::AnimationComponent::playAnimation |
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U32 |
pAnimIndex | ) |
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◆ playAnimations() [1/2]
bool Divide::AnimationComponent::playAnimations |
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const |
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inlinenoexcept |
◆ playAnimations() [2/2]
void Divide::AnimationComponent::playAnimations |
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const bool |
state | ) |
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inlinenoexcept |
◆ playNextAnimation()
bool Divide::AnimationComponent::playNextAnimation |
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noexcept |
◆ playPreviousAnimation()
bool Divide::AnimationComponent::playPreviousAnimation |
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noexcept |
◆ POINTER_RW()
Divide::AnimationComponent::POINTER_RW |
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SceneAnimator |
, |
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animator |
, |
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nullptr |
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) |
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Pointer to the mesh's animator. Owned by the mesh!
◆ PROPERTY_R() [1/2]
Divide::AnimationComponent::PROPERTY_R |
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bool |
, |
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showSkeleton |
, |
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false |
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) |
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◆ PROPERTY_R() [2/2]
Divide::AnimationComponent::PROPERTY_R |
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U32 |
, |
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animationIndex |
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U32_MAX |
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) |
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Current animation index for the current SGN.
◆ PROPERTY_RW() [1/2]
Divide::AnimationComponent::PROPERTY_RW |
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F32 |
, |
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animationSpeed |
, |
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1. |
f |
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) |
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◆ PROPERTY_RW() [2/2]
Divide::AnimationComponent::PROPERTY_RW |
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U32 |
, |
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previousAnimationIndex |
, |
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U32_MAX |
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) |
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◆ resetTimers()
void Divide::AnimationComponent::resetTimers |
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noexcept |
◆ skeletonLines()
const vector< Line > & Divide::AnimationComponent::skeletonLines |
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const |
◆ AnimationSystem
◆ _currentTimeStamp
D64 Divide::AnimationComponent::_currentTimeStamp = -1.0 |
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protected |
◆ _frameIndex
◆ _parentTimeStamp
D64 Divide::AnimationComponent::_parentTimeStamp = 0.0 |
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protected |
Previous animation index Parent time stamp (e.g. Mesh). Should be identical for all nodes of the same level with the same parent
Definition at line 99 of file AnimationComponent.h.
◆ _playAnimations
bool Divide::AnimationComponent::_playAnimations = true |
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protected |
◆ s_globalAnimationState
bool Divide::AnimationComponent::s_globalAnimationState = true |
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staticprotected |
The documentation for this class was generated from the following files: