sp::scene::SkeletalAnimation Member List

This is the complete list of members for sp::scene::SkeletalAnimation, including all inherited members.
addJointGroup(const io::stringc &Name="")sp::scene::SkeletalAnimation
addKeyframe(AnimationJoint *Joint, u32 Frame, const Transformation &Transform)sp::scene::SkeletalAnimation
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]
clearJointGroups()sp::scene::SkeletalAnimation
clearKeyframes()sp::scene::SkeletalAnimation [virtual]
clearSceneNodes()sp::scene::Animation [virtual]
clearSkeletons()sp::scene::SkeletalAnimation
copy(const Animation *Other)sp::scene::SkeletalAnimation [virtual]
copyBase(const Animation *Other)sp::scene::Animation [protected]
createSkeleton(bool isNewActiveSkeleton=true)sp::scene::SkeletalAnimation
deleteSkeleton(AnimationSkeleton *Skeleton)sp::scene::SkeletalAnimation
findJointGroup(const io::stringc &Name) const sp::scene::SkeletalAnimation
Flags_sp::scene::Animation [protected]
getActiveSkeleton() const sp::scene::SkeletalAnimation [inline]
getFlags() const sp::scene::Animation [inline]
getFrame() const sp::scene::Animation [inline]
getInterpolation() const sp::scene::Animation [inline]
getKeyframeCount() const sp::scene::SkeletalAnimation [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]
groupJoint(AnimationJointGroup *Group, AnimationJoint *Joint)sp::scene::SkeletalAnimation
interpolate(u32 IndexFrom, u32 IndexTo, f32 Interpolation)sp::scene::SkeletalAnimation [virtual]
interpolateBlended(const AnimationPlayback &PlaybackFrom, const AnimationPlayback &PlaybackTo, f32 BlendingFactor)sp::scene::SkeletalAnimation [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]
pauseGroup(const io::stringc &Name, bool isPaused=true)sp::scene::SkeletalAnimation
play(const EAnimPlaybackModes Mode, u32 FirstFrame=0, u32 LastFrame=ANIM_LAST_FRAME)sp::scene::Animation [virtual]
Playback_sp::scene::Animation [protected]
playGroup(const io::stringc &Name, const EAnimPlaybackModes Mode, u32 FirstFrame, u32 LastFrame)sp::scene::SkeletalAnimation
playGroup(const io::stringc &Name, u32 SeqId)sp::scene::SkeletalAnimation
playing() const sp::scene::Animation [inline]
poseGroup(const io::stringc &Name, u32 Frame, f32 Interpolation=0.0f)sp::scene::SkeletalAnimation
removeJointGroup(AnimationJointGroup *JointGroup)sp::scene::SkeletalAnimation
removeKeyframe(AnimationJoint *Joint, u32 Frame)sp::scene::SkeletalAnimation
removeSceneNode(SceneNode *Object)sp::scene::Animation [virtual]
setActiveSkeleton(AnimationSkeleton *Skeleton)sp::scene::SkeletalAnimation [inline]
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]
SkeletalAnimation()sp::scene::SkeletalAnimation
stop(bool IsReset=false)sp::scene::Animation [virtual]
stopGroup(const io::stringc &Name)sp::scene::SkeletalAnimation
ungroupJoint(AnimationJointGroup *Group, AnimationJoint *Joint)sp::scene::SkeletalAnimation
updateAnimation(SceneNode *Node)sp::scene::SkeletalAnimation [virtual]
updatePlayback(f32 Speed)sp::scene::Animation [protected, virtual]
~Animation()sp::scene::Animation [virtual]
~MeshAnimation()sp::scene::MeshAnimation [virtual]
~SkeletalAnimation()sp::scene::SkeletalAnimation [virtual]
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