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@ -80,9 +80,9 @@ class AnimableObject: public Object3D, SceneGraph::Animable3D<> {
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@endcode |
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Then add the object to your scene and some animation group. You can also use |
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AnimableGroup::add() and AnimableGroup::remove(). The animation is initially |
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in stopped state and without repeat, see setState(), setRepeated() and |
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setRepeatCount() for more information. |
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AnimableGroup::add() and AnimableGroup::remove() instead of passing the group |
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in the constructor. The animation is initially in stopped state and without |
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repeat, see setState(), setRepeated() and setRepeatCount() for more information. |
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@code |
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Scene3D scene; |
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SceneGraph::AnimableGroup3D<> animables; |
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@ -113,15 +113,16 @@ void MyApplication::drawEvent() {
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AnimableGroup is optimized for case when no animation is running - it just |
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puts itself to rest and waits until some animation changes its state to |
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running again. If you put animations which are not pernamently running to |
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separate group, they will not be traversed when calling AnimableGroup::step(), |
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saving precious frame time. |
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@ref AnimationState "AnimationState::Running" again. If you put animations |
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which are not pernamently running to separate group, they will not be always |
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traversed when calling AnimableGroup::step(), saving precious frame time. |
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@section Animable-explicit-specializations Explicit template specializations |
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The following specialization are explicitly compiled into %SceneGraph library. |
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For other specializations you have to use Animable.hpp implementation file to |
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avoid linker errors. See also @ref compilation-speedup-hpp for more information. |
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For other specializations (e.g. using `double` type) you have to use |
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Animable.hpp implementation file to avoid linker errors. See also |
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@ref compilation-speedup-hpp for more information. |
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- @ref Animable "Animable<2, GLfloat>", @ref AnimableGroup "AnimableGroup<2, GLfloat>" |
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- @ref Animable "Animable<3, GLfloat>", @ref AnimableGroup "AnimableGroup<3, GLfloat>" |
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