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Animation pose based on AnimType and animation time. More...
Inherits G3D::Model::Pose.
Public Member Functions | |
Pose () | |
shared_ptr< Model::Pose > | clone () const override |
virtual bool | differentBounds (const shared_ptr< Model::Pose > &other) const override |
Returns true if other is null, has a different type than this, or would cause a Model of the appropriate type to change its bounding boxes. More... | |
Static Public Member Functions | |
static shared_ptr< Pose > | create () |
Public Attributes | |
AnimType | anim [NUM_ANIMATED_PARTS] |
AnimType | prevAnim [NUM_ANIMATED_PARTS] |
int | prevFrame [NUM_ANIMATED_PARTS] |
Matrix3 | rotation [NUM_PARTS] |
Applying a rotation rotates this part and everything attached to it relative to its parent. More... | |
shared_ptr< Skin > | skin |
If nullptr, use the model's default skin. More... | |
SimTime | time [NUM_ANIMATED_PARTS] |
Static Protected Member Functions | |
template<class T , class ... ArgTypes> | |
static shared_ptr< T > | createShared (ArgTypes &&... args) |
Like std::make_shared, but works for protected constructors. More... | |
Animation pose based on AnimType and animation time.
Each animation time ( legsTime and torsoTime ) is total time in the current animation which allows for looping based on the parameters in animation.cfg.
The skins must be the base name of each skin file found in the same directory as the model parts.
Textures for each skin are loaded on first use.
G3D::MD3Model::Pose::Pose | ( | ) |
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inlineoverridevirtual |
Implements G3D::Model::Pose.
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inlinestatic |
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inlinestaticprotectedinherited |
Like std::make_shared, but works for protected constructors.
Call as createShared<myclass>.
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inlineoverridevirtual |
Returns true if other is null, has a different type than this, or would cause a Model of the appropriate type to change its bounding boxes.
Implements G3D::Model::Pose.
AnimType G3D::MD3Model::Pose::anim[NUM_ANIMATED_PARTS] |
AnimType G3D::MD3Model::Pose::prevAnim[NUM_ANIMATED_PARTS] |
int G3D::MD3Model::Pose::prevFrame[NUM_ANIMATED_PARTS] |
Applying a rotation rotates this part and everything attached to it relative to its parent.
Rotations are typically used to make the torso point towards a target or the head in the look direction.
shared_ptr<Skin> G3D::MD3Model::Pose::skin |
If nullptr, use the model's default skin.
SimTime G3D::MD3Model::Pose::time[NUM_ANIMATED_PARTS] |