#include <SkeletalAnimation.h>
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. | |
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.
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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.
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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.
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1.2.18