25 #ifndef GRAPHICS_AURORA_ANIMATION_H 26 #define GRAPHICS_AURORA_ANIMATION_H 41 class SeekableReadStream;
66 void update(
Model *model,
float lastFrame,
float nextFrame,
const std::vector<ModelNode *> &modelNodeMap);
80 const std::list<AnimNode *> &
getNodes()
const;
84 typedef std::map<Common::UString, AnimNode *, Common::UString::iless>
NodeMap;
108 #endif // GRAPHICS_AURORA_ANIMATION_H
Common::UString _name
The model's name.
const Common::UString & getName() const
Get the animation's name.
void updateSkinnedModel(Model *model)
Transform vertices for each node of the specified model based on current animation.
A class holding an UTF-8 string.
void update(Model *model, float lastFrame, float nextFrame, const std::vector< ModelNode *> &modelNodeMap)
Update the model position and orientation.
void setLength(float length)
NodeList rootNodes
The nodes in the state without a parent.
A container of OpenGL elements.
Basic Aurora graphics types.
void setTransTime(float transtime)
void interpolatePosition(ModelNode *animNode, ModelNode *target, float time, float scale, bool relative) const
const std::list< AnimNode * > & getNodes() const
Get all animation nodes.
ModelNode * getNode(const Common::UString &node)
Get the specified node.
std::map< Common::UString, AnimNode *, Common::UString::iless > NodeMap
void interpolateOrientation(ModelNode *animNode, ModelNode *target, float time) const
NodeMap nodeMap
The nodes within the state, indexed by name.
float getLength() const
Get the animations length.
void setName(Common::UString &name)
bool hasNode(const Common::UString &node) const
Does the specified node exist?
void addAnimNode(AnimNode *node)
std::list< AnimNode * > NodeList
An object that can be displayed by the graphics manager.
NodeList nodeList
The nodes within the state.