Component that manages and updates animation skeletons for a GameObject.
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#include <Animation/CAnimationController.h>
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std::vector< CSkeleton * > | m_skeletons |
| | List of skeletons managed by this controller.
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CSkeleton * | m_output |
| | The output skeleton which transforms are applied from.
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std::string | m_animFile |
| | Path to the primary animation file.
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bool | m_loop |
| | Whether the default animation should loop.
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CGameObject * | m_gameObject |
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bool | m_enable |
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bool | m_serializable |
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std::vector< CComponentSystem * > | m_linkComponent |
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static int | useComponent (CComponentSystem *used) |
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void | setOwner (CGameObject *obj) |
Component that manages and updates animation skeletons for a GameObject.
This component acts as a container for one or more CSkeleton objects. It is responsible for updating the animation state and applying transforms to the entities.
Example: Setting up animation layers
CAnimationController* animController = gameObject->addComponent<CAnimationController>();
CSkeleton * createSkeleton()
Creates a new skeleton managed by this controller, using the GameObject's entities.
void setOutput(CSkeleton *skeleton)
Sets the skeleton that will be used for final transform application.
Definition CAnimationController.h:131
Manages a hierarchy of animated entities, handling keyframe updates and animation blending.
Definition CSkeleton.h:50
void setTarget(CSkeleton *skeleton)
Sets the target skeleton that this skeleton will blend into.
@ Replace
Normal linear blending.
Definition CSkeleton.h:67
@ Blending
Standard mode: plays a single animation clip.
Definition CSkeleton.h:58
void setLayerType(EAnimationLayerType type)
Sets the blending algorithm (Replace, Addtive, etc.) for this skeleton layer.
Definition CSkeleton.h:294
void setAnimationType(EAnimationType type)
Sets the operating mode of the skeleton.
Definition CSkeleton.h:276
◆ createSerializable()
◆ createSkeleton() [1/2]
| CSkeleton * Skylicht::CAnimationController::createSkeleton |
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Creates a new skeleton managed by this controller, using the GameObject's entities.
- Returns
- Pointer to the newly created skeleton.
◆ createSkeleton() [2/2]
Creates a new skeleton managed by this controller, using the provided entities.
- Parameters
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| entities | List of entities to initialize the skeleton with. |
- Returns
- Pointer to the newly created skeleton.
◆ getNumSkeleton()
| int Skylicht::CAnimationController::getNumSkeleton |
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Gets the number of skeletons managed by this controller.
- Returns
- Skeleton count.
◆ getSkeleton()
| CSkeleton * Skylicht::CAnimationController::getSkeleton |
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int | id | ) |
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Gets a skeleton by index.
- Parameters
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- Returns
- Pointer to the skeleton.
◆ initComponent()
| virtual void Skylicht::CAnimationController::initComponent |
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◆ loadSerializable()
◆ setOutput()
| void Skylicht::CAnimationController::setOutput |
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CSkeleton * | skeleton | ) |
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inline |
Sets the skeleton that will be used for final transform application.
- Parameters
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| skeleton | Pointer to the output skeleton. |
◆ updateComponent()
| virtual void Skylicht::CAnimationController::updateComponent |
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The documentation for this class was generated from the following file: