| addBoolCondition(int transitionId, const std::string ¶m, bool value) | eve::animation::AnimStateMachine | |
| addFloatCondition(int transitionId, const std::string ¶m, const std::string &op, float threshold) | eve::animation::AnimStateMachine | |
| addState(const std::string &name, AnimClip *clip) | eve::animation::AnimStateMachine | |
| addTransition(const std::string &from, const std::string &to, float blendSeconds) | eve::animation::AnimStateMachine | |
| addTriggerCondition(int transitionId, const std::string ¶m) | eve::animation::AnimStateMachine | |
| AnimStateMachine(AnimSkeleton *skeleton) | eve::animation::AnimStateMachine | explicit |
| AnimStateMachine(const AnimStateMachine &)=delete | eve::animation::AnimStateMachine | |
| captureState(StateValue &out) const | eve::animation::AnimStateMachine | |
| getBool(const std::string &name) const | eve::animation::AnimStateMachine | |
| getCurrentState() const | eve::animation::AnimStateMachine | inline |
| getFloat(const std::string &name) const | eve::animation::AnimStateMachine | |
| getPose() | eve::animation::AnimStateMachine | |
| getSkeleton() const | eve::animation::AnimStateMachine | inline |
| getStateCount() const | eve::animation::AnimStateMachine | inline |
| getStateTime() const | eve::animation::AnimStateMachine | inline |
| getTrigger(const std::string &name) const | eve::animation::AnimStateMachine | inline |
| hasState(const std::string &name) const | eve::animation::AnimStateMachine | |
| isBlending() const | eve::animation::AnimStateMachine | inline |
| operator=(const AnimStateMachine &)=delete | eve::animation::AnimStateMachine | |
| resetToDefaults() | eve::animation::AnimStateMachine | |
| resetTrigger(const std::string &name) | eve::animation::AnimStateMachine | |
| restoreState(const StateValue &in, std::string *err=nullptr) | eve::animation::AnimStateMachine | |
| setBool(const std::string &name, bool value) | eve::animation::AnimStateMachine | |
| setEntry(const std::string &name) | eve::animation::AnimStateMachine | |
| setExitTime(int transitionId, float normalizedTime) | eve::animation::AnimStateMachine | |
| setFloat(const std::string &name, float value) | eve::animation::AnimStateMachine | |
| setHasExitTime(int transitionId, bool enabled) | eve::animation::AnimStateMachine | |
| setTrigger(const std::string &name) | eve::animation::AnimStateMachine | |
| update(float dt) | eve::animation::AnimStateMachine | |
| ~AnimStateMachine() | eve::animation::AnimStateMachine | |