Rigs of Rods 2023.09
Soft-body Physics Simulation
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AngelOgre_AnimationStateSet.h
Go to the documentation of this file.
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2namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
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16 {
17 public:
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27 AnimationState@ createAnimationState(const string& animName,
28 float timePos, float length, float weight = 1.0, bool enabled = false);
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31 AnimationState@ getAnimationState(const string& name) const;
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34 bool hasAnimationState(const string& name) const;
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37 void removeAnimationState(const string& name);
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45 AnimationStateArray@ getAnimationStates();
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47 };
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52} // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
53
Represents a single named skeletal animation track present in the mesh.
A manager for skeletal animation tracks in the entity.
AnimationState getAnimationState(const string &name) const
Get an animation state by the name of the animation.
AnimationState createAnimationState(const string &animName, float timePos, float length, float weight=1.0, bool enabled=false)
Create a new AnimationState instance.
void removeAllAnimationStates(void)
Remove all animation states.
void removeAnimationState(const string &name)
Remove animation state with the given name.
AnimationStateArray getAnimationStates()
Get all the animation states in this set.
bool hasAnimationState(const string &name) const
Tests if state for the named animation is present.
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...