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iMotionManager Struct Reference
[Mesh support]

Engine for managing MotionTemplates and MotionControllers. More...

#include <motion.h>

Inheritance diagram for iMotionManager:

iBase List of all members.

Public Methods

virtual iMotionTemplate * AddMotion (const char *name)=0
 Create a MotionTemplate. More...

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

virtual iMotionTemplate * FindMotionByName (const char *name)=0
 Find a MotionTemplate by name. More...

virtual iMotionController * AddController (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 iMotionController * FindControllerBySkeleton (iSkeletonBone *skel)=0
 Find a MotionController by its skeleton pointer. More...

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.

Definition at line 107 of file motion.h.


Member Function Documentation

virtual 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.

virtual iMotionTemplate* iMotionManager::AddMotion (  const char *    name )  [pure virtual]
 

Create a MotionTemplate.

virtual 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!).

virtual void iMotionManager::DeleteMotion (  iMotionTemplate *    motiontemp )  [pure virtual]
 

Delete a MotionTemplate.

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

Find a MotionController by its skeleton pointer.

virtual iMotionTemplate* iMotionManager::FindMotionByName (  const char *    name )  [pure virtual]
 

Find a MotionTemplate by name.

virtual 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.

virtual 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.

virtual 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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