SkeletonAnimation.hh
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std::map< std::string, math::Matrix4d > PoseAt(const double _time, const bool _loop=true) const
Returns a dictionary of transformations indexed by name at a specific time if a node does not exist a...
void AddKeyFrame(const std::string &_node, const double _time, const math::Matrix4d &_mat)
Adds or replaces a named key frame at a specific time.
bool HasNode(const std::string &_node) const
Looks for a node with a specific name in the animations.
SkeletonAnimation(const std::string &_name)
The Constructor.
double Length() const
Returns the duration of the animations.
math::Matrix4d NodePoseAt(const std::string &_node, const double _time, const bool _loop=true) const
Returns the key frame transformation for a named animation at a specific time if a node does not exis...
void AddKeyFrame(const std::string &_node, const double _time, const math::Pose3d &_pose)
Adds or replaces a named key frame at a specific time.
void Scale(const double _scale)
Scales every animation in the animations list.
unsigned int NodeCount() const
Returns the number of animation nodes.
NodeAnimation * NodeAnimationByName(const std::string &_name) const
Returns the node animation for given node name.
std::map< std::string, math::Matrix4d > PoseAtX(const double _x, const std::string &_node, const bool _loop=true) const
Returns a dictionary of transformations indexed by name where a named node transformation's translati...
~SkeletonAnimation()
The destructor. Clears the list without destroying the animations.
SkeletonAnimation & operator=(const SkeletonAnimation &_other)
Assignment operator.
Forward declarations for the common classes.