Animator for skeletal animations.
More...
#include <SkeletonAnimator.h>
|
void | Create (unique_ptr< JsonResult > const &jsonDoc, StringIDMap< Bone > const &bonesInInitialPosition) |
|
void | Update (float frameTime) |
|
float | GetCurrentAnimationTime () const override |
|
void | ApplyAnimation (Bone &bone) const |
| Applies the current animation at the current time to the provided bone.
|
|
std::vector< StringId > | GetAllAnimationIDs () const |
|
std::vector< string > | GetAllAnimationNames () const override |
|
void | SetCurrentAnimation (string const &newName) override |
|
std::optional< string > | CurrentAnimationName () const override |
|
virtual void | SetCurrentAnimation (std::string const &animationName)=0 |
|
virtual std::optional< std::string > | CurrentAnimationName () const =0 |
|
virtual float | GetCurrentAnimationTime () const =0 |
|
virtual std::vector< std::string > | GetAllAnimationNames () const =0 |
|
Animator for skeletal animations.
◆ CurrentAnimationName()
std::optional< string > AnimationSystem::Skeletal::SkeletonAnimator::CurrentAnimationName |
( |
| ) |
const |
|
inlineoverridevirtual |
◆ GetAllAnimationNames()
std::vector< string > AnimationSystem::Skeletal::SkeletonAnimator::GetAllAnimationNames |
( |
| ) |
const |
|
inlineoverridevirtual |
◆ GetCurrentAnimationTime()
float AnimationSystem::Skeletal::SkeletonAnimator::GetCurrentAnimationTime |
( |
| ) |
const |
|
inlineoverridevirtual |
The documentation for this class was generated from the following files:
- C:/Users/Jay Bretherton/Documents/GitHub/418/Projects/animated_mesh/build/vs2017/AnimationSystemSprite/Skeletal/SkeletonAnimator.h
- C:/Users/Jay Bretherton/Documents/GitHub/418/Projects/animated_mesh/build/vs2017/AnimationSystemSprite/Skeletal/SkeletonAnimator.cpp