prepare_keyframe(tkf);
}
-void Animation::add_event(const Time::TimeDelta &t, const string &n, const Variant &v)
-{
- Event event;
- event.time = t;
- event.name = n;
- event.value = v;
- events.push_back(event);
-}
-
-void Animation::set_looping(bool l)
-{
- looping = l;
-}
-
void Animation::prepare_keyframe(TimedKeyFrame &tkf)
{
const KeyFrame::UniformMap &kf_uniforms = tkf.keyframe->get_uniforms();
tkf.prepare(*this);
}
+void Animation::add_event(const Time::TimeDelta &t, const string &n, const Variant &v)
+{
+ Event event;
+ event.time = t;
+ event.name = n;
+ event.value = v;
+ events.push_back(event);
+}
+
+void Animation::set_looping(bool l)
+{
+ looping = l;
+}
+
Animation::AxisInterpolation::AxisInterpolation():
slope(0),
return Matrix();
}
- // We must redo the base point correction since interpolation throws if off
+ // We must redo the base point correction since interpolation throws it off
// XXX This should probably be done on local matrices
Matrix result = iter->pose_matrices[link].get(time_since_keyframe/iter->delta_t);
const Vector3 &base = animation->armature->get_link(link).get_base();
obj.add_event(current_time, n, Vector4(v0, v1, v2, v3));
}
+void Animation::Loader::interval(float t)
+{
+ current_time += t*Time::sec;
+}
+
void Animation::Loader::keyframe(const string &n)
{
obj.add_keyframe(current_time, get_collection().get<KeyFrame>(n));
obj.add_keyframe(current_time, kf);
}
-void Animation::Loader::interval(float t)
-{
- current_time += t*Time::sec;
-}
-
} // namespace GL
} // namespace Msp
void event2f(const std::string &, float, float);
void event3f(const std::string &, float, float, float);
void event4f(const std::string &, float, float, float, float);
+ void interval(float);
void keyframe(const std::string &);
void keyframe_inline();
- void interval(float);
};
private:
}
+AnimationPlayer::PlayingAnimation::PlayingAnimation(const Animation &a):
+ animation(&a),
+ iterator(*animation)
+{ }
+
+
AnimationPlayer::Target::Target(AnimatedObject &o):
object(o),
armature(0),
(*i)->animation_event(&object, name, value);
}
-
-AnimationPlayer::PlayingAnimation::PlayingAnimation(const Animation &a):
- animation(&a),
- iterator(*animation)
-{ }
-
} // namespace GL
} // namespace Msp