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iGenMeshSkeletonControlState Struct Reference

This interface describes the API for setting up the skeleton animation control as implemented by the 'gmeshskelanim' plugin. More...

#include <imesh/gmeshskel.h>

Inheritance diagram for iGenMeshSkeletonControlState:

iBase List of all members.

Public Member Functions

virtual int GetBonesCount ()=0
 Get skeleton bones count.
virtual iGenMeshSkeletonBone * GetBone (int i)=0
 Get bone by id.
virtual iGenMeshSkeletonBone * FindBone (const char *name)=0
 Get bone by name.
virtual iGenMeshSkeletonScript * Execute (const char *scriptname)=0
 Execute the given animation script.
virtual size_t GetScriptsCount ()=0
 Get number of running scripts.
virtual iGenMeshSkeletonScript * GetScript (size_t i)=0
 Get script by id.
virtual iGenMeshSkeletonScript * FindScript (const char *scriptname)=0
 Get script by name.
virtual void StopAll ()=0
 Stop execution of all animation scripts.
virtual void Stop (const char *scriptname)=0
 Stop execution of the given script by name.
virtual void Stop (iGenMeshSkeletonScript *script)=0
 Stop execution of the given script.
virtual void SetAlwaysUpdate (bool always_update)=0
 If always_update is false, then animation will be updated only if object is visible.
virtual bool GetAlwaysUpdate ()=0
 Get always_update value.

Detailed Description

This interface describes the API for setting up the skeleton animation control as implemented by the 'gmeshskelanim' plugin.

The objects that implement iGenMeshSkeletonControlState also implement this interface.

Definition at line 45 of file gmeshskel.h.


Member Function Documentation

virtual iGenMeshSkeletonScript* iGenMeshSkeletonControlState::Execute const char *  scriptname  )  [pure virtual]
 

Execute the given animation script.

This will be done in addition to the scripts that are already running. Returns false in case of failure (usually a script that doesn't exist).

virtual iGenMeshSkeletonBone* iGenMeshSkeletonControlState::FindBone const char *  name  )  [pure virtual]
 

Get bone by name.

virtual iGenMeshSkeletonScript* iGenMeshSkeletonControlState::FindScript const char *  scriptname  )  [pure virtual]
 

Get script by name.

virtual bool iGenMeshSkeletonControlState::GetAlwaysUpdate  )  [pure virtual]
 

Get always_update value.

virtual iGenMeshSkeletonBone* iGenMeshSkeletonControlState::GetBone int  i  )  [pure virtual]
 

Get bone by id.

virtual int iGenMeshSkeletonControlState::GetBonesCount  )  [pure virtual]
 

Get skeleton bones count.

virtual iGenMeshSkeletonScript* iGenMeshSkeletonControlState::GetScript size_t  i  )  [pure virtual]
 

Get script by id.

virtual size_t iGenMeshSkeletonControlState::GetScriptsCount  )  [pure virtual]
 

Get number of running scripts.

virtual void iGenMeshSkeletonControlState::SetAlwaysUpdate bool  always_update  )  [pure virtual]
 

If always_update is false, then animation will be updated only if object is visible.

By default always_update flag is true.

virtual void iGenMeshSkeletonControlState::Stop iGenMeshSkeletonScript *  script  )  [pure virtual]
 

Stop execution of the given script.

virtual void iGenMeshSkeletonControlState::Stop const char *  scriptname  )  [pure virtual]
 

Stop execution of the given script by name.

virtual void iGenMeshSkeletonControlState::StopAll  )  [pure virtual]
 

Stop execution of all animation scripts.


The documentation for this struct was generated from the following file:
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