sp::scene::MeshAnimation Member List

This is the complete list of members for sp::scene::MeshAnimation, including all inherited members.
addSceneNode(SceneNode *Object)sp::scene::Animation [virtual]
Animation(const EAnimationTypes Type)sp::scene::Animation [protected]
checkFrustumCulling(scene::Mesh *Object) const sp::scene::MeshAnimation [protected, virtual]
clearKeyframes()=0sp::scene::Animation [pure virtual]
clearSceneNodes()sp::scene::Animation [virtual]
copy(const Animation *Other)=0sp::scene::Animation [pure virtual]
copyBase(const Animation *Other)sp::scene::Animation [protected]
Flags_sp::scene::Animation [protected]
getFlags() const sp::scene::Animation [inline]
getFrame() const sp::scene::Animation [inline]
getInterpolation() const sp::scene::Animation [inline]
getKeyframeCount() const =0sp::scene::Animation [pure virtual]
getMaxFrame() const sp::scene::Animation [inline]
getMinFrame() const sp::scene::Animation [inline]
getName() const sp::scene::Animation [inline]
getPlayback() const sp::scene::Animation [inline]
getPlayback()sp::scene::Animation [inline]
getPlaybackMode() const sp::scene::Animation [inline]
getSceneNodeList() const sp::scene::Animation [inline]
getSpeed() const sp::scene::Animation [inline]
getType() const sp::scene::Animation [inline]
getValidFrame(u32 Index) const sp::scene::Animation [protected]
interpolate(u32 IndexFrom, u32 IndexTo, f32 Interpolation)=0sp::scene::Animation [pure virtual]
interpolateBlended(const AnimationPlayback &PlaybackFrom, const AnimationPlayback &PlaybackTo, f32 BlendingFactor)sp::scene::Animation [virtual]
interpolateRange(u32 FirstFrame, u32 LastFrame, f32 Interpolation)sp::scene::Animation [virtual]
MaxFrame_sp::scene::Animation [protected]
MeshAnimation(const EAnimationTypes Type)sp::scene::MeshAnimation [protected]
MinFrame_sp::scene::Animation [protected]
pause(bool IsPaused=true)sp::scene::Animation [virtual]
play(const EAnimPlaybackModes Mode, u32 FirstFrame=0, u32 LastFrame=ANIM_LAST_FRAME)sp::scene::Animation [virtual]
Playback_sp::scene::Animation [protected]
playing() const sp::scene::Animation [inline]
removeSceneNode(SceneNode *Object)sp::scene::Animation [virtual]
setFlags(s32 Flags)sp::scene::Animation [inline]
setFrame(u32 Index)sp::scene::Animation [virtual]
setInterpolation(f32 Interpolation)sp::scene::Animation [inline]
setName(const io::stringc &Name)sp::scene::Animation [inline]
setSpeed(f32 Speed)sp::scene::Animation [inline]
stop(bool IsReset=false)sp::scene::Animation [virtual]
updateAnimation(SceneNode *Node)=0sp::scene::Animation [pure virtual]
updatePlayback(f32 Speed)sp::scene::Animation [protected, virtual]
~Animation()sp::scene::Animation [virtual]
~MeshAnimation()sp::scene::MeshAnimation [virtual]
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