void cAnimationState::AddTimePosition(float a_fAdd) { if (m_bPaused) return; m_fPrevTimePos = m_fTimePos; m_fTimePos += a_fAdd*m_fSpeed*m_fBaseSpeed; SetTimePosition(m_fTimePos); }
GKeyValue::GKeyValue(const GTimeValue TimePos, const GVector4& Value) { SetValue(Value); SetTimePosition(TimePos); }
GKeyValue::GKeyValue(const GTimeValue TimePos, const GReal Value) { SetValue(Value); SetTimePosition(TimePos); }
//----------------------------------------------------------------------------- void AnimationState::AddTime(float offset) { if(m_enabled) SetTimePosition(m_timePos + offset); return; }
void cAnimationState::SetRelativeTimePosition(float a_fPosition) { SetTimePosition(a_fPosition * m_fLength); }