playing yet, the object's current matrix is used as the base. */
void play_stacked(AnimatedObject &, const Animation &);
playing yet, the object's current matrix is used as the base. */
void play_stacked(AnimatedObject &, const Animation &);
- /// Stops any animations affecting an object.
+ /// Returns the number of animations currently affecting an object.
+ unsigned get_n_active_animations(const AnimatedObject &) const;
+
+ /// Stops all animations affecting an object.
/** Advances all playing animations. Should be called in a regular manner,
preferably just before rendering. */
void tick(const Time::TimeDelta &);
/** Advances all playing animations. Should be called in a regular manner,
preferably just before rendering. */
void tick(const Time::TimeDelta &);