ISkeletalAnimationBlender

Detailed Description

class ISkeletalAnimationBlender : public RED::IREDObject

Skeletal animation blender interface.

@related Loading and Playing Skeletal Animations, class RED::ISkeletalAnimationController, function RED::Factory::CreateSkeletalAnimationBlender

The animation blender is used to mix RED::ISkeletalAnimationController objects. It contains a list of animation controllers.

As the blender is also a RED::ISkeletalAnimationController itself, it allows to build an animation tree by using animation blenders inside another blender.

Only the root blender of the animation tree must be applied to the skeleton (see RED::ISkeletalAnimationController::SetIsAppliedToSkeleton). The child controllers results are stored internally.

Skeletal animation blender is created with RED::Factory::CreateSkeletalAnimationBlender.

Public Functions

SET_CID(CID_class_REDISkeletalAnimationBlender)
virtual RED_RC AddController(RED::Object *iAnimation) = 0

Adds a skeletal animation controller in the blender.

Parameters:iAnimation – The RED::ISkeletalAnimationController object to add.
Returns:RED_OK if the operation has succeeded,

RED_BAD_PARAM if iAnimation is incorrect,

RED_FAIL otherwise
virtual RED_RC RemoveController(RED::Object *iAnimation) = 0

Removes a skeletal animation controller from the blender.

Parameters:iAnimation – The RED::ISkeletalAnimationController object to remove.
Returns:RED_OK if the operation has succeeded,

RED_BAD_PARAM if iAnimation is incorrect,

RED_FAIL otherwise
virtual RED_RC GetControllersCount(unsigned int &oControllersCount) const = 0

Gets the number of skeletal animation controllers in the blender.

Parameters:oControllersCount – Returned number of controllers.
Returns:RED_OK if the operation has succeeded,

RED_FAIL otherwise

virtual RED_RC GetController(RED::Object *&oController, unsigned int iControllerIndex) const = 0

Gets a skeletal animation controller from the blender.

Parameters:
Returns:

RED_OK if the operation has succeeded,

RED_BAD_PARAM if iControllerIndex is incorrect,

RED_FAIL otherwise

virtual RED_RC Clear() = 0

Clears the animation blender by removing all the animation controllers.

Returns:RED_OK if the operation has succeeded,

RED_FAIL otherwise

virtual RED_RC AddSkinnedMeshToBlendTree(RED::Object *iSkinnedMesh, bool iRecursive = true) = 0

Adds a skinned mesh to the controller and its children (recursively or not).

Parameters:
Returns:

RED_OK if the operation has succeeded,

RED_FAIL otherwise

virtual RED_RC RemoveSkinnedMeshFromBlendTree(RED::Object *iSkinnedMesh, bool iRecursive = true) = 0

Removes a skinned mesh from the blender and its children (recursively or not).

Parameters:
Returns:

RED_OK if the operation has succeeded,

RED_FAIL otherwise

virtual RED_RC ClearSkinnedMeshesFromBlendTree(bool iRecursive = true) = 0

Removes all the skinned meshes from the blender and its children (recursively or not).

Parameters:iRecursive – Remove the skinned meshes from all the children recursively.
Returns:RED_OK if the operation has succeeded,

RED_FAIL otherwise

virtual RED_RC BlendTo(RED::Object *iAnimation, double iDuration, double iBlendWeight = 1.0) = 0

Blends from the current played animation to a new one.

This function fade-out all the animations of the same group as iAnimation currently played in the blender and fade-in iAnimation.

All the animations belonging to a different group than iAnimation are left untouched.

Parameters:
Returns:

RED_OK if the operation has succeeded,

RED_FAIL otherwise