espresso3d.engine.world.sector.actor.skeleton.animation
Class E3DAnimation

java.lang.Object
  extended byespresso3d.engine.base.E3DEngineItem
      extended byespresso3d.engine.world.sector.actor.skeleton.animation.E3DAnimation

public class E3DAnimation
extends E3DEngineItem

Author:
Curt TODO To change the template for this generated type comment go to Window - Preferences - Java - Code Style - Code Templates

Constructor Summary
E3DAnimation(E3DAnimation toCopyAnimation)
           
E3DAnimation(E3DEngine engine, java.lang.String animationID)
           
 
Method Summary
 void addKeyFrame(E3DAnimationKeyFrame keyFrame)
          Add a keyframe to the animation.
 java.lang.String getAnimationID()
           
 E3DAnimationKeyFrame getCurrentKeyFrame()
           
 int getCurrentKeyFrameNum()
           
 E3DAnimationKeyFrame getKeyFrame(java.lang.String keyFrameID)
           
 java.util.HashMap getKeyFrames()
           
 java.util.ArrayList getOrderedKeyFrames()
           
 E3DSkeleton getSkeleton()
           
 void removeKeyFrame(E3DAnimationKeyFrame keyFrame)
           
 void removeKeyFrame(java.lang.String keyFrameID)
           
 void reset()
           
 void rotate(double angle, E3DVector3F aroundVec)
          This will rotate all the keyframes' commands along with the actor so animation will stay oriented with the actor This is normally called only internally by the engine (Actor as it rotates)
 void setSkeleton(E3DSkeleton skeleton)
           
 void update(double lastFrameTimeSeconds)
           
 
Methods inherited from class espresso3d.engine.base.E3DEngineItem
getEngine, setEngine
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

E3DAnimation

public E3DAnimation(E3DEngine engine,
                    java.lang.String animationID)

E3DAnimation

public E3DAnimation(E3DAnimation toCopyAnimation)
Method Detail

addKeyFrame

public void addKeyFrame(E3DAnimationKeyFrame keyFrame)
Add a keyframe to the animation. The order the keyframes are animated will be the same order they are added to the animation

Parameters:
keyFrame -

removeKeyFrame

public void removeKeyFrame(E3DAnimationKeyFrame keyFrame)

removeKeyFrame

public void removeKeyFrame(java.lang.String keyFrameID)

getKeyFrame

public E3DAnimationKeyFrame getKeyFrame(java.lang.String keyFrameID)

reset

public void reset()

update

public void update(double lastFrameTimeSeconds)

getAnimationID

public java.lang.String getAnimationID()

rotate

public void rotate(double angle,
                   E3DVector3F aroundVec)
This will rotate all the keyframes' commands along with the actor so animation will stay oriented with the actor This is normally called only internally by the engine (Actor as it rotates)

Parameters:
angle -
aroundVec -

getSkeleton

public E3DSkeleton getSkeleton()

setSkeleton

public void setSkeleton(E3DSkeleton skeleton)

getCurrentKeyFrame

public E3DAnimationKeyFrame getCurrentKeyFrame()

getKeyFrames

public java.util.HashMap getKeyFrames()

getOrderedKeyFrames

public java.util.ArrayList getOrderedKeyFrames()

getCurrentKeyFrameNum

public int getCurrentKeyFrameNum()