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iMotionManager Struct Reference

The motion manager. More...

#include <motion.h>

Inheritance diagram for iMotionManager:

iBase List of all members.

Public Methods

virtual iMotionFindByName (const char *name)=0
virtual iMotionAddMotion (const char *name)=0
virtual void DeleteMotion (const char *name)=0
virtual int ApplyMotion (iSkeletonBone *skel, const char *motion, const char *frameset, bool loop, bool sweep, float rate, int time, bool cache)=0
virtual void RecompileMotion (int idx, bool cache)=0
 If the skeletal structure for a sprite is modified, then the compiled will become invalid. More...

virtual int ReserveMotion (int idx)=0
virtual int RestoreMotion (int idx)=0
virtual void DeleteAppliedMotion (int idx, bool cached)=0
virtual void SetActiveMotion (int idx, bool loop, bool sweep, float rate)=0
virtual void SetCachedMotion (int idx, bool loop, bool sweep, float rate, int time)=0
virtual void SetReverse (int idx)=0
virtual void SetLoop (int idx, bool loop)=0
virtual void SetSweep (int idx, bool sweep)=0
virtual void SetRate (int idx, float rate)=0
virtual void SetTime (int idx, int time)=0
virtual bool GetLoop (int idx)=0
virtual bool GetSweep (int idx)=0
virtual float GetRate (int idx)=0
virtual int GetTime (int idx)=0
virtual bool IsFirst (int idx)=0
virtual bool IsLast (int idx)=0
virtual void UpdateAll ()=0
virtual void UpdateAll (int time)=0
virtual void SetSlerp (bool setting)=0

Detailed Description

The motion manager.


Member Function Documentation

void iMotionManager::RecompileMotion ( int idx,
bool cache ) [pure virtual]
 

If the skeletal structure for a sprite is modified, then the compiled will become invalid.

Recompile motion 'purifies' the motion so that it can be used with the sprite again. This applies to active sprites as well. This assumes the sprite in question still exists.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000