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 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 CCSkeleton::update (float deltaTime) { Skeleton_update(skeleton, deltaTime * timeScale); }
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); }