AnimationSequence::AnimationSequence ( vector<KeyFrame> keyFrames, const string &name, float priority, bool looping, size_t start, size_t length, float fps ) : m_strName(name), m_Priority(priority), m_Time(0.0f), m_TimeScalar(1.0f), m_bLooping(looping), fps(fps), m_bFinished(false) { for(size_t i=0; i<length; ++i) { this->keyFrames.push_back(keyFrames[start+i]); } createWorkingSetOfMeshes(keyFrames[start].getMeshes()); }
AnimationSequence::AnimationSequence(const AnimationSequence &animation) : keyFrames(animation.keyFrames), m_strName(animation.m_strName), m_Priority(animation.m_Priority), m_Time(animation.m_Time), m_TimeScalar(animation.m_TimeScalar), m_bLooping(animation.m_bLooping), fps(animation.fps), m_bFinished(animation.m_bFinished) { createWorkingSetOfMeshes(animation.meshes); }
AnimationSequence::AnimationSequence(const vector<KeyFrame> &_keyFrames, const string &name, float priority, bool looping, float _fps) : keyFrames(_keyFrames), m_strName(name), m_Priority(priority), m_Time(0.0f), m_TimeScalar(1.0f), m_bLooping(looping), fps(_fps), m_bFinished(false) { createWorkingSetOfMeshes(keyFrames[0].getMeshes()); }
AnimationSequence::AnimationSequence(const vector<KeyFrame> &_keyFrames, const string &name, float priority, bool looping, size_t start, size_t length, float _fps) : m_strName(name), m_Priority(priority), m_Time(0.0f), m_TimeScalar(1.0f), m_bLooping(looping), fps(_fps), m_bFinished(false) { keyFrames.reserve(length); for (size_t i=0; i<length; ++i) keyFrames.push_back(_keyFrames[start+i]); createWorkingSetOfMeshes(keyFrames[0].getMeshes()); }