TDME2 1.9.121
Object3DAnimation Member List

This is the complete list of members for Object3DAnimation, including all inherited members.

addOverlayAnimation(const string &id)Object3DAnimation
animationProcessingTargetObject3DAnimationprotected
baseAnimationIdxObject3DAnimationprotected
baseAnimationsObject3DAnimationprotected
computeTransformations(vector< FlattenedNode > &nodeList, const Matrix4x4 &instanceTransformationsMatrix, AnimationState &baseAnimation, int contextIdx, int64_t lastFrameAtTime, int64_t currentFrameAtTime)Object3DAnimationprotected
computeTransformations(int contextIdx, const Matrix4x4 &objectTransformationsMatrix, int64_t lastFrameAtTime, int64_t currentFrameAtTime)Object3DAnimation
computeTransformationsMatrices(vector< FlattenedNode > &nodeList, const Matrix4x4 parentTransformationsMatrix, AnimationState *animationState)Object3DAnimationprotected
createTransformationsMatrices(map< string, Matrix4x4 * > &matrices, vector< FlattenedNode > &nodeList, const map< string, Node * > &nodes, Matrix4x4 *parentTransformationsMatrix=nullptr, AnimationState *animationState=nullptr)Object3DAnimationprotected
determineSkinnedNodeCount(const map< string, Node * > &nodes)Object3DAnimationprivate
determineSkinnedNodeCount(const map< string, Node * > &nodes, int32_t count)Object3DAnimationprivate
determineSkinnedNodes(const map< string, Node * > &nodes, vector< Node * > &skinningNodes, int32_t idx)Object3DAnimationprivate
getAnimation()Object3DAnimation
getAnimationTime()Object3DAnimation
getNodeTransformationsMatrix(const string &id)Object3DAnimation
getOverlayAnimationTime(const string &id)Object3DAnimation
getSkinningNodesMatrices(Node *node)Object3DAnimationprotected
hasAnimationsObject3DAnimationprotected
hasOverlayAnimation(const string &id)Object3DAnimation
hasSkinningObject3DAnimationprotected
modelObject3DAnimationprotected
nodeListsObject3DAnimationprotected
Object3DAnimation(Model *model, Engine::AnimationProcessingTarget animationProcessingTarget)Object3DAnimationprotected
overlayAnimationsByIdObject3DAnimationprotected
overlayAnimationsByJointIdObject3DAnimationprotected
overriddenTransformationsMatricesObject3DAnimationprotected
removeOverlayAnimation(const string &id)Object3DAnimation
removeOverlayAnimations()Object3DAnimation
removeOverlayAnimationsFinished()Object3DAnimation
setAnimation(const string &id, float speed=1.0f)Object3DAnimation
setAnimationSpeed(float speed)Object3DAnimation
setNodeTransformationsMatrix(const string &id, const Matrix4x4 &matrix)Object3DAnimation
skinningNodesObject3DAnimationprotected
skinningNodesMatricesObject3DAnimationprotected
skinningNodesNodeSkinningJointsObject3DAnimationprotected
tdme::engine::subsystems::rendering::ModelUtilitiesInternalObject3DAnimationfriend
tdme::engine::subsystems::rendering::Object3DBaseObject3DAnimationfriend
tdme::engine::subsystems::rendering::Object3DInternalObject3DAnimationfriend
tdme::engine::subsystems::rendering::Object3DNodeObject3DAnimationfriend
transformationsMatricesObject3DAnimationprotected
unsetNodeTransformationsMatrix(const string &id)Object3DAnimation
updateNodeList(vector< FlattenedNode > &nodeList, int &nodeIdx, const map< string, Node * > &nodes, AnimationState *animationState=nullptr)Object3DAnimationprotected
updateNodeList(vector< FlattenedNode > &nodeList)Object3DAnimationinlineprotected
updateNodeLists()Object3DAnimationinlineprotected
updateSkinningTransformationsMatrices()Object3DAnimationinlineprotected
~Object3DAnimation()Object3DAnimationprotectedvirtual