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RigsofRods
Soft-body Physics Simulation
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77 void createBlendMask(uint64 blendMaskSizeHint,
float initialWeight = 1.0f);
void destroyBlendMask()
Destroy the currently set blend mask.
float getBlendMaskEntry(uint64 boneHandle) const
Get the weight for the bone identified by the given handle.
float getLength() const
Gets the total length of this animation (may be shorter than whole animation)
A manager for skeletal animation tracks in the entity.
bool getLoop(void) const
Gets whether or not this animation loops
void setLength(float len)
Sets the total length of this animation (may be shorter than whole animation)
AnimationStateSet * getParent(void) const
Get the parent animation state set.
bool hasBlendMask() const
Return whether there is currently a valid blend mask set.
void setBlendMaskEntry(uint64 boneHandle, float weight)
Set the weight for the bone identified by the given handle.
bool getEnabled(void) const
Returns true if this animation is currently enabled.
void addTime(float offset)
Modifies the time position, adjusting for animation length.
const string & getAnimationName() const
Gets the name of the animation to which this state applies.
void setLoop(bool loop)
Sets whether or not an animation loops at the start and end of the animation if the time continues to...
void createBlendMask(uint64 blendMaskSizeHint, float initialWeight=1.0f)
Create a new blend mask with the given number of entries.
void setWeight(float weight)
Sets the weight (influence) of this animation.
Represents a single named skeletal animation track present in the mesh.
bool hasEnded(void) const
Returns true if the animation has reached the end and is not looping.
void setTimePosition(float timePos)
Sets the time position for this animation.
float getWeight(void) const
Gets the weight (influence) of this animation.
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...
void setEnabled(bool enabled)
Sets whether this animation is enabled.
float getTimePosition(void) const
Gets the time position for this animation.