RigsofRods
Soft-body Physics Simulation
AngelOgre_AnimationState.h
Go to the documentation of this file.
1 
2 namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
3 
16  {
17  public:
18 
20  const string& getAnimationName() const;
21 
23  float getTimePosition(void) const;
24 
26  void setTimePosition(float timePos);
27 
29  float getLength() const;
30 
32  void setLength(float len);
33 
35  float getWeight(void) const;
36 
38  void setWeight(float weight);
39 
45  void addTime(float offset);
46 
48  bool hasEnded(void) const;
49 
51  bool getEnabled(void) const;
52 
54  void setEnabled(bool enabled);
55 
59  void setLoop(bool loop);
60 
62  bool getLoop(void) const;
63 
65  AnimationStateSet* getParent(void) const;
66 
77  void createBlendMask(uint64 blendMaskSizeHint, float initialWeight = 1.0f);
78 
80  void destroyBlendMask();
81 
83  bool hasBlendMask() const;
84 
86  void setBlendMaskEntry(uint64 boneHandle, float weight);
87 
89  float getBlendMaskEntry(uint64 boneHandle) const;
90  };
91 
94 
95 } // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
96 
AngelOgre::AnimationState::destroyBlendMask
void destroyBlendMask()
Destroy the currently set blend mask.
AngelOgre::AnimationState::getBlendMaskEntry
float getBlendMaskEntry(uint64 boneHandle) const
Get the weight for the bone identified by the given handle.
AngelOgre::AnimationState::getLength
float getLength() const
Gets the total length of this animation (may be shorter than whole animation)
AngelOgre::AnimationStateSet
A manager for skeletal animation tracks in the entity.
Definition: AngelOgre_AnimationStateSet.h:15
AngelOgre::AnimationState::getLoop
bool getLoop(void) const
Gets whether or not this animation loops
AngelOgre::AnimationState::setLength
void setLength(float len)
Sets the total length of this animation (may be shorter than whole animation)
AngelOgre::AnimationState::getParent
AnimationStateSet * getParent(void) const
Get the parent animation state set.
AngelOgre::AnimationState::hasBlendMask
bool hasBlendMask() const
Return whether there is currently a valid blend mask set.
AngelOgre::AnimationState::setBlendMaskEntry
void setBlendMaskEntry(uint64 boneHandle, float weight)
Set the weight for the bone identified by the given handle.
AngelOgre::AnimationState::getEnabled
bool getEnabled(void) const
Returns true if this animation is currently enabled.
AngelOgre::AnimationState::addTime
void addTime(float offset)
Modifies the time position, adjusting for animation length.
AngelOgre::AnimationState::getAnimationName
const string & getAnimationName() const
Gets the name of the animation to which this state applies.
AngelOgre::AnimationState::setLoop
void setLoop(bool loop)
Sets whether or not an animation loops at the start and end of the animation if the time continues to...
AngelOgre::AnimationState::createBlendMask
void createBlendMask(uint64 blendMaskSizeHint, float initialWeight=1.0f)
Create a new blend mask with the given number of entries.
AngelOgre::AnimationState::setWeight
void setWeight(float weight)
Sets the weight (influence) of this animation.
AngelOgre::AnimationState
Represents a single named skeletal animation track present in the mesh.
Definition: AngelOgre_AnimationState.h:15
AngelOgre::AnimationState::hasEnded
bool hasEnded(void) const
Returns true if the animation has reached the end and is not looping.
AngelOgre::AnimationState::setTimePosition
void setTimePosition(float timePos)
Sets the time position for this animation.
AngelOgre::AnimationState::getWeight
float getWeight(void) const
Gets the weight (influence) of this animation.
AngelOgre
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...
Definition: AngelOgre_AnimationState.h:2
AngelOgre::AnimationState::setEnabled
void setEnabled(bool enabled)
Sets whether this animation is enabled.
AngelOgre::AnimationState::getTimePosition
float getTimePosition(void) const
Gets the time position for this animation.
loop
Then in your render loop
Definition: README-OgreImGui.txt:62