/// Returns the number of animations currently affecting an object.
unsigned get_n_active_animations(const AnimatedObject &) const;
- /// Stops any animations affecting an object.
+ /// Stops all animations affecting an object.
void stop(AnimatedObject &);
+ /// Stops a single animation affecting an object.
+ void stop(AnimatedObject &, const Animation &);
+
/** Advances all playing animations. Should be called in a regular manner,
preferably just before rendering. */
void tick(const Time::TimeDelta &);
private:
bool tick_single(ObjectSlot &, const Time::TimeDelta &);
bool tick_stacked(ObjectSlot &, const Time::TimeDelta &);
+ static void set_object_uniform(AnimatedObject &, const std::string &, const KeyFrame::AnimatedUniform &);
};
} // namespace GL