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iMotionManager Struct Reference

Engine for managing MotionTemplates and MotionControllers. More...

#include <motion.h>

Inheritance diagram for iMotionManager:

iBase List of all members.

Public Methods

virtual iMotionTemplateAddMotion (const char *name)=0
 Create a MotionTemplate.

virtual void DeleteMotion (iMotionTemplate *motiontemp)=0
 Delete a MotionTemplate.

virtual iMotionTemplateFindMotionByName (const char *name)=0
 Find a MotionTemplate by name.

virtual iMotionControllerAddController (iSkeletonBone *skel)=0
 Add a MotionController for animating a skeleton. More...

virtual void DeleteController (iMotionController *inst)=0
 Delete a MotionController from a skeleton. More...

virtual iMotionControllerFindControllerBySkeleton (iSkeletonBone *skel)=0
 Find a MotionController by its skeleton pointer.

virtual void UpdateAll (float timedelta)=0
 Progress all motions forward by amount of time in seconds. More...

virtual void UpdateAll (unsigned int curtime)=0
 Progress all motions forward to time in milliseconds. More...

virtual void UpdateAll ()=0
 Progress all motions forward based on the realtime clock. More...


Detailed Description

Engine for managing MotionTemplates and MotionControllers.

It keeps track of the loaded motions, the controllers which bind the motions to the skeletons, and time.


Member Function Documentation

iMotionController * iMotionManager::AddController ( iSkeletonBone * skel ) [pure virtual]
 

Add a MotionController for animating a skeleton.

Will automatically get animated next call to UpdateAll() unless you specifically pause the controller.

void iMotionManager::DeleteController ( iMotionController * inst ) [pure virtual]
 

Delete a MotionController from a skeleton.

Note: Use when deleting a skeleton, not when pausing or changing animations (Memory fragmentation!).

void iMotionManager::UpdateAll ( ) [pure virtual]
 

Progress all motions forward based on the realtime clock.

Note: Don't use this if you plan to implement pause or per-scene timescaling.

void iMotionManager::UpdateAll ( unsigned int curtime ) [pure virtual]
 

Progress all motions forward to time in milliseconds.

Note: Use this if you want to support pause, but not per-scene timescaling.

void iMotionManager::UpdateAll ( float timedelta ) [pure virtual]
 

Progress all motions forward by amount of time in seconds.

Note: Use this if you want to support pause and per-scene timescaling.


The documentation for this struct was generated from the following file:
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