Exemplo n.º 1
0
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());
}
Exemplo n.º 2
0
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);
}
Exemplo n.º 3
0
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());
}
Exemplo n.º 4
0
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());
}