CrystalSpace

Public API Reference

iSkeletonFSMNodeFactory2 Struct Reference
[Mesh plugins]

Factory for FSM animation node. More...

#include <imesh/skeleton2anim.h>

Inheritance diagram for iSkeletonFSMNodeFactory2:

List of all members.

Public Member Functions

virtual CS::Animation::StateID AddState ()=0
 Add a new state to the FSM and return the state identifier.
virtual void ClearStates ()=0
 Remove all states.
virtual CS::Animation::StateID FindState (const char *name) const =0
 Find the state with a given name.
virtual CS::Animation::StateID GetStartState () const =0
 Set the ID of the state to use as first state before switching to any other states.
virtual uint GetStateCount () const =0
 Get the number of states in the FSM.
virtual const char * GetStateName (CS::Animation::StateID id) const =0
 Get the name for a state (for later access).
virtual iSkeletonAnimNodeFactory2GetStateNode (CS::Animation::StateID id) const =0
 Get the node (sub-tree) associated with a given state.
virtual void SetStartState (CS::Animation::StateID id)=0
 Set the ID of the state to use as first state before switching to any other states.
virtual void SetStateName (CS::Animation::StateID id, const char *name)=0
 Set a name for a state (for later access).
virtual void SetStateNode (CS::Animation::StateID id, iSkeletonAnimNodeFactory2 *nodeFact)=0
 Set the node (sub-tree) associated with a given state.
virtual void SetStateTransition (CS::Animation::StateID fromState, CS::Animation::StateID toState, iSkeletonAnimNodeFactory2 *fact)=0
 Set a node (sub-tree) to use when transitioning between two states.
virtual void SetTransitionCrossfade (CS::Animation::StateID fromState, CS::Animation::StateID toState, float time1, float time2)=0
 Set the transition cross-fade times.

Detailed Description

Factory for FSM animation node.

Definition at line 685 of file skeleton2anim.h.


Member Function Documentation

virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::AddState (  )  [pure virtual]

Add a new state to the FSM and return the state identifier.

virtual void iSkeletonFSMNodeFactory2::ClearStates (  )  [pure virtual]

Remove all states.

virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::FindState ( const char *  name  )  const [pure virtual]

Find the state with a given name.

virtual CS::Animation::StateID iSkeletonFSMNodeFactory2::GetStartState (  )  const [pure virtual]

Set the ID of the state to use as first state before switching to any other states.

virtual uint iSkeletonFSMNodeFactory2::GetStateCount (  )  const [pure virtual]

Get the number of states in the FSM.

virtual const char* iSkeletonFSMNodeFactory2::GetStateName ( CS::Animation::StateID  id  )  const [pure virtual]

Get the name for a state (for later access).

virtual iSkeletonAnimNodeFactory2* iSkeletonFSMNodeFactory2::GetStateNode ( CS::Animation::StateID  id  )  const [pure virtual]

Get the node (sub-tree) associated with a given state.

The sub node will be played once the state is switched to.

virtual void iSkeletonFSMNodeFactory2::SetStartState ( CS::Animation::StateID  id  )  [pure virtual]

Set the ID of the state to use as first state before switching to any other states.

virtual void iSkeletonFSMNodeFactory2::SetStateName ( CS::Animation::StateID  id,
const char *  name 
) [pure virtual]

Set a name for a state (for later access).

virtual void iSkeletonFSMNodeFactory2::SetStateNode ( CS::Animation::StateID  id,
iSkeletonAnimNodeFactory2 nodeFact 
) [pure virtual]

Set the node (sub-tree) associated with a given state.

The sub node will be played once the state is switched to.

virtual void iSkeletonFSMNodeFactory2::SetStateTransition ( CS::Animation::StateID  fromState,
CS::Animation::StateID  toState,
iSkeletonAnimNodeFactory2 fact 
) [pure virtual]

Set a node (sub-tree) to use when transitioning between two states.

The sub-tree should not be cyclic or a deadlock of the FSM will happen.

Parameters:
fromState the originating state in the transition
toState the target state in the transition
fact node factory to use for the transition animation
virtual void iSkeletonFSMNodeFactory2::SetTransitionCrossfade ( CS::Animation::StateID  fromState,
CS::Animation::StateID  toState,
float  time1,
float  time2 
) [pure virtual]

Set the transition cross-fade times.

Parameters:
fromState the originating state in the transition
toState the target state in the transition
time1 first cross-fade time, before transition animation (if any)
time2 second cross-fade time, after transition animation if any is in use (otherwise ignored)

The documentation for this struct was generated from the following file:

Generated for Crystal Space 1.4.1 by doxygen 1.7.1