Exemple #1
0
void ofxSkeleton::update(float deltaTime){
    
	float timeScale = 1.0f;
    
	Skeleton_update(skeleton, deltaTime);
	AnimationState_update(state, deltaTime * timeScale);
	AnimationState_apply(state, skeleton);
	Skeleton_updateWorldTransform(skeleton);
}
void CCSkeletonAnimation::update (float deltaTime) {
	super::update(deltaTime);

	deltaTime *= timeScale;
	for (std::vector<AnimationState*>::iterator iter = states.begin(); iter != states.end(); ++iter) {
		AnimationState_update(*iter, deltaTime);
		AnimationState_apply(*iter, skeleton);
	}
	Skeleton_updateWorldTransform(skeleton);
}
void SkeletonDrawable::update (Uint64 now) {
    float deltaTime;

    if (lastUpdate != -1) deltaTime = (now - lastUpdate) / 1000.0f;
    else deltaTime = 0.0f;

    lastUpdate = now;
	Skeleton_update(skeleton, deltaTime);
	AnimationState_update(state, deltaTime * timeScale);
	AnimationState_apply(state, skeleton);
	Skeleton_updateWorldTransform(skeleton);
}
void SkeletonDrawable::update (float deltaTime) {
	Skeleton_update(skeleton, deltaTime);
	AnimationState_update(state, deltaTime * timeScale);
	AnimationState_apply(state, skeleton);
	Skeleton_updateWorldTransform(skeleton);
}
void CCSkeleton::update (float deltaTime) {
	Skeleton_update(skeleton, deltaTime);
	AnimationState_update(state, deltaTime);
	AnimationState_apply(state, skeleton);
	Skeleton_updateWorldTransform(skeleton);
}