Documentation

Classes

Class AnimatedMeshSceneNode

A scene node displaying an animated Mesh, usually a skeletal animated character.

Extends SceneNode.

Class Overview
AnimatedMeshSceneNode()
A scene node displaying an animated Mesh, usually a skeletal animated character.

Fields borrowed from class SceneNode:
Id, Name, Pos, Rot, Scale, Selector, Visible
Method Summary
Method Attributes Method Name and Description
 
createClone(newparent)
 
Get the axis aligned, not transformed bounding box of this node.
 
Returns the currently displayed frame number.
 
Returns the amount of named animations in the animated mesh.
 
Returns information about a named animation in the animated mesh by index
 
Returns the type string of the scene node.
 
Sets the animation to a new one by name.
 
Sets the speed of the animation
 
Sets the current frame to display
 
setFrameLoop(begin, end)
Sets the begin and end frame for a looped animation
 
Sets if the animation should be playbed back looped
 
Sets the minimal update delay.
Methods borrowed from class SceneNode:
addAnimator, addChild, getAbsolutePosition, getAbsoluteTransformation, getAnimatorOfType, getAnimators, getMaterial, getMaterialCount, getParent, getRelativeTransformation, getTransformedBoundingBox, init, OnAnimate, OnRegisterSceneNode, removeAnimator, removeChild, render, updateAbsolutePosition
Method Detail
createClone(newparent)
Parameters:
newparent

{Box3D} getBoundingBox()
Get the axis aligned, not transformed bounding box of this node. This means that if this node is an animated 3d character, moving in a room, the bounding box will always be around the origin. To get the box in real world coordinates, just transform it with the matrix you receive with getAbsoluteTransformation() or simply use getTransformedBoundingBox(), which does the same.
Returns:
{Box3D} Bounding box of this scene node.

getFrameNr()
Returns the currently displayed frame number.

{Integer} getNamedAnimationCount()
Returns the amount of named animations in the animated mesh.
Returns:
{Integer} Amount of named animations.

{Object} getNamedAnimationInfo(idx)
Returns information about a named animation in the animated mesh by index
Parameters:
idx
{Integer} index of the animation. Must be a value >=0 and
Returns:
{Object} returns an object with info about the animation or null if there is no such animation. The object will have the members .Name for the animation name, .Begin for the begin frame, .End for the end frame and .FPS for the frames per second.

{String} getType()
Returns the type string of the scene node. Returns 'animatedmesh' for the mesh scene node.
Returns:
{String} type name of the scene node.

{Boolean} setAnimation(name)
Sets the animation to a new one by name.
Parameters:
name
Returns:
{Boolean} True if successful, false if not

setAnimationSpeed(speed)
Sets the speed of the animation
Parameters:
speed
{Float} a floating point value specifying the frames per second to display

setCurrentFrame(frame)
Sets the current frame to display
Parameters:
frame
{Float} current frame to display

setFrameLoop(begin, end)
Sets the begin and end frame for a looped animation
Parameters:
begin
{Integer} start frame of the loop
end
{Integer} end frame of the loop

setLoopMode(loop)
Sets if the animation should be playbed back looped
Parameters:
loop
{Boolean} true to loop, false if not

setMinimalUpdateDelay(frame)
Sets the minimal update delay. The animated mesh is only updated every few milliseconds, in order to increase performance. The default value is 60 milli seconds (= 16 frames per second). Set it to 0 to enable instant updates.
Parameters:
frame
{Float} current frame to display

© 2010 N.Gebhardt, Ambiera
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