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SkeletalAnimation Class Reference

The SkeletalAnimation represents a atomic animation component. More...

#include <SkeletalAnimation.h>

List of all members.

Public Methods

 SkeletalAnimation (const AKeysList &keys, const BoneNameSet &boneSet, Bone &rootBone, float startTime, float endTime, const std::string &animName)
 Constructs a new SkeletalAnimation object, given the data in the X file for an AnimationSet block and the ranges to pull out data from.

 ~SkeletalAnimation ()
 Destructor.

float getLength () const
 Returns the length of this animation, in seconds.

const std::string & getName () const
 Returns the name of this SkeletalAnimation object.

void animate (float t)
 Animates the skeleton at the given time t.


Detailed Description

The SkeletalAnimation represents a atomic animation component.

It contains a list of BoneInterpolator objects under a common name and an animation length. An example of a single SkeletalAnimation would be a walk cycle that operates only on the leg and hip joints.


Constructor & Destructor Documentation

SkeletalAnimation::SkeletalAnimation const AKeysList &    keys,
const BoneNameSet &    boneSet,
Bone   rootBone,
float    startTime,
float    endTime,
const std::string &    animName
 

Constructs a new SkeletalAnimation object, given the data in the X file for an AnimationSet block and the ranges to pull out data from.

Time values are given in seconds.

Parameters:
keys  Data object to the AnimationSet block
boneSet  Set of bones to filter (only looks at bones in this list).
rootBone  The root bone of the skeleton to perform operations on.
startTime  Starting time to look for animation keys.
endTime  Ending time to look for animation keys.
animName  the name assigned to this set of animation.


Member Function Documentation

void SkeletalAnimation::animate float    t
 

Animates the skeleton at the given time t.

If looping is to performed, the caller needs to implement the wrapping of t. The start of the animation is at 0 sections, and the end is determined by the getLength method.

If t is less than 0, then the animation will be based on the first key for every BoneInterpolator, with no interpolation. Similarly for (t > getLength()), the last key will be used.

See also:
BoneInterpolator::animate


The documentation for this class was generated from the following files:
Generated on Wed May 14 01:38:08 2003 for CG Skeletal Animation Project by doxygen1.2.18