iSkeletonFSMNodeFactory2 Struct Reference
[Mesh plugins]
Factory for FSM animation node.
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#include <imesh/skeleton2anim.h>

Public Member Functions | |
virtual CS::Animation::StateID | AddState ()=0 |
Add a new state to the FSM and return the state identifier. | |
virtual void | ClearStates ()=0 |
Remove all states. | |
virtual CS::Animation::StateID | FindState (const char *name) const =0 |
Find the state with a given name. | |
virtual CS::Animation::StateID | GetStartState () const =0 |
Set the ID of the state to use as first state before switching to any other states. | |
virtual uint | GetStateCount () const =0 |
Get the number of states in the FSM. | |
virtual const char * | GetStateName (CS::Animation::StateID id) const =0 |
Get the name for a state (for later access). | |
virtual iSkeletonAnimNodeFactory2 * | GetStateNode (CS::Animation::StateID id) const =0 |
Get the node (sub-tree) associated with a given state. | |
virtual void | SetStartState (CS::Animation::StateID id)=0 |
Set the ID of the state to use as first state before switching to any other states. | |
virtual void | SetStateName (CS::Animation::StateID id, const char *name)=0 |
Set a name for a state (for later access). | |
virtual void | SetStateNode (CS::Animation::StateID id, iSkeletonAnimNodeFactory2 *nodeFact)=0 |
Set the node (sub-tree) associated with a given state. | |
virtual void | SetStateTransition (CS::Animation::StateID fromState, CS::Animation::StateID toState, iSkeletonAnimNodeFactory2 *fact)=0 |
Set a node (sub-tree) to use when transitioning between two states. | |
virtual void | SetTransitionCrossfade (CS::Animation::StateID fromState, CS::Animation::StateID toState, float time1, float time2)=0 |
Set the transition cross-fade times. |
Detailed Description
Factory for FSM animation node.Definition at line 685 of file skeleton2anim.h.
Member Function Documentation
virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::AddState | ( | ) | [pure virtual] |
Add a new state to the FSM and return the state identifier.
virtual void iSkeletonFSMNodeFactory2::ClearStates | ( | ) | [pure virtual] |
Remove all states.
virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::FindState | ( | const char * | name | ) | const [pure virtual] |
Find the state with a given name.
virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::GetStartState | ( | ) | const [pure virtual] |
Set the ID of the state to use as first state before switching to any other states.
virtual uint iSkeletonFSMNodeFactory2::GetStateCount | ( | ) | const [pure virtual] |
Get the number of states in the FSM.
virtual const char* iSkeletonFSMNodeFactory2::GetStateName | ( | CS::Animation::StateID | id | ) | const [pure virtual] |
Get the name for a state (for later access).
virtual iSkeletonAnimNodeFactory2* iSkeletonFSMNodeFactory2::GetStateNode | ( | CS::Animation::StateID | id | ) | const [pure virtual] |
Get the node (sub-tree) associated with a given state.
The sub node will be played once the state is switched to.
virtual void iSkeletonFSMNodeFactory2::SetStartState | ( | CS::Animation::StateID | id | ) | [pure virtual] |
Set the ID of the state to use as first state before switching to any other states.
virtual void iSkeletonFSMNodeFactory2::SetStateName | ( | CS::Animation::StateID | id, | |
const char * | name | |||
) | [pure virtual] |
Set a name for a state (for later access).
virtual void iSkeletonFSMNodeFactory2::SetStateNode | ( | CS::Animation::StateID | id, | |
iSkeletonAnimNodeFactory2 * | nodeFact | |||
) | [pure virtual] |
Set the node (sub-tree) associated with a given state.
The sub node will be played once the state is switched to.
virtual void iSkeletonFSMNodeFactory2::SetStateTransition | ( | CS::Animation::StateID | fromState, | |
CS::Animation::StateID | toState, | |||
iSkeletonAnimNodeFactory2 * | fact | |||
) | [pure virtual] |
Set a node (sub-tree) to use when transitioning between two states.
The sub-tree should not be cyclic or a deadlock of the FSM will happen.
- Parameters:
-
fromState the originating state in the transition toState the target state in the transition fact node factory to use for the transition animation
virtual void iSkeletonFSMNodeFactory2::SetTransitionCrossfade | ( | CS::Animation::StateID | fromState, | |
CS::Animation::StateID | toState, | |||
float | time1, | |||
float | time2 | |||
) | [pure virtual] |
Set the transition cross-fade times.
- Parameters:
-
fromState the originating state in the transition toState the target state in the transition time1 first cross-fade time, before transition animation (if any) time2 second cross-fade time, after transition animation if any is in use (otherwise ignored)
The documentation for this struct was generated from the following file:
- imesh/skeleton2anim.h
Generated for Crystal Space 1.4.0 by doxygen 1.5.8