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eve::animation::Animation 成员列表

成员的完整列表,这些成员属于 eve::animation::Animation,包括所有继承而来的类成员

advance(const eve::SimulationStep &step)eve::animation::Animation
Animation()eve::animation::Animation
Animation(const Animation &)=deleteeve::animation::Animation
clearAll()eve::animation::Animation
clearFinished()eve::animation::Animation
clearSpriteSequenceCache()eve::animation::Animation
currentTick() const noexcepteve::animation::Animationinline
ensureMotionCapacity(std::size_t floatCount)eve::animation::Animationinline
getActiveCount() consteve::animation::Animation
getMotionCount() consteve::animation::Animationinline
getMotionFloatCapacity() const noexcepteve::animation::Animationinline
getMotionFloatFreeCount() const noexcepteve::animation::Animationinline
getName() const =0eve::Modulepure virtual
getSpineAnimCount() consteve::animation::Animationinline
getSpriteAnimCount() consteve::animation::Animationinline
getSpriteSequenceCacheBytes() consteve::animation::Animation
getSpriteSequenceCacheCount() consteve::animation::Animation
getTweenCount() consteve::animation::Animationinline
Module_REG(Animation)eve::animation::Animation
motion(float from, float to, float duration)eve::animation::Animation
motionColor(MotionColor from, MotionColor to, float duration)eve::animation::Animation
motionQuat(MotionQuat from, MotionQuat to, float duration)eve::animation::Animation
motions() noexcepteve::animation::Animationinline
motions() const noexcepteve::animation::Animationinline
motionVec2(MotionVec2 from, MotionVec2 to, float duration)eve::animation::Animation
motionVec3(MotionVec3 from, MotionVec3 to, float duration)eve::animation::Animation
newBatch()eve::animation::Animation
newBoneMask(AnimSkeleton *skeleton)eve::animation::Animation
newClip(const std::string &name="")eve::animation::Animation
newClipFromAnimationFixtureText(const std::string &path)eve::animation::Animation
newClipFromModel(eve::model3d::ModelData *model, AnimSkeleton *skeleton, int animIndex=0)eve::animation::Animation
newConstraintStack(AnimSkeleton *skeleton)eve::animation::Animation
newControlAnim(float frequencyHz=3.f, float dampingZeta=1.f, float response=1.f)eve::animation::Animation
newControlPose(AnimSkeleton *skeleton)eve::animation::Animation
newDynamicBoneSolver(AnimSkeleton *skeleton)eve::animation::Animation
newFootIKSolver(AnimSkeleton *skeleton)eve::animation::Animation
newGraph(AnimSkeleton *skeleton)eve::animation::Animation
newLattice(int divX=2, int divY=2, int divZ=2)eve::animation::Animation
newLatticeFromModel(eve::model3d::ModelData *model, int meshIndex, int divX=2, int divY=2, int divZ=2)eve::animation::Animation
newLayerMixer(AnimSkeleton *skeleton)eve::animation::Animation
newMotionDatabase(AnimSkeleton *skeleton)eve::animation::Animation
newMotionMatcher(AnimSkeleton *skeleton, MotionDatabase *database)eve::animation::Animation
newPhysicalBalancePose(AnimSkeleton *skeleton)eve::animation::Animation
newPlayer(AnimSkeleton *skeleton)eve::animation::Animation
newPose(int boneCount=0)eve::animation::Animation
newSkeleton()eve::animation::Animation
newSkeletonFromAnimationFixtureText(const std::string &path)eve::animation::Animation
newSkeletonFromModel(eve::model3d::ModelData *model)eve::animation::Animation
newSkinFromModel(eve::model3d::ModelData *model, int meshIndex, AnimSkeleton *skeleton)eve::animation::Animation
newSpineAnim(SpineSkeleton *skeleton)eve::animation::Animation
newSpineAtlas()eve::animation::Animation
newSpineAtlasFromFile(const std::string &path)eve::animation::Animation
newSpineAtlasFromText(const std::string &text)eve::animation::Animation
newSpineSkeleton(SpineSkeletonData *data)eve::animation::Animation
newSpineSkeletonData()eve::animation::Animation
newSpineSkeletonDataFromFile(const std::string &path)eve::animation::Animation
newSpineSkeletonDataFromJson(const std::string &json)eve::animation::Animation
newSpriteAnim()eve::animation::Animation
newSpriteClip(const std::string &name="")eve::animation::Animation
newSpriteSheet()eve::animation::Animation
newSpriteSheetFromAtlasJson(eve::graphics::Graphics *gfx, const std::string &texturePath, const std::string &jsonPath)eve::animation::Animation
newSpriteSheetFromSequence(eve::graphics::Graphics *gfx, const std::string &pattern, int first, int last, int columns=0)eve::animation::Animation
newStateMachine(AnimSkeleton *skeleton)eve::animation::Animation
newSyncGroup()eve::animation::Animation
newTrail(int capacity=64)eve::animation::Animation
newTween(float duration=1.f)eve::animation::Animation
operator=(const Animation &)=deleteeve::animation::Animation
punch(float from, float strength, float duration)eve::animation::Animation
punchVec2(MotionVec2 from, MotionVec2 strength, float duration)eve::animation::Animation
punchVec3(MotionVec3 from, MotionVec3 strength, float duration)eve::animation::Animation
sequence()eve::animation::Animation
setupHairChain(DynamicBoneSolver *solver, const std::string &rootBone, const std::string &tipBone, float stiffness=0.12f, float damping=0.18f, float inertia=0.8f, float endLength=0.08f, bool selfCollision=true)eve::animation::Animation
setupHairHeadCollider(DynamicBoneSolver *solver, const std::string &boneName, float radius=0.12f)eve::animation::Animation
shake(float from, float strength, float duration)eve::animation::Animation
shakeVec2(MotionVec2 from, MotionVec2 strength, float duration)eve::animation::Animation
shakeVec3(MotionVec3 from, MotionVec3 strength, float duration)eve::animation::Animation
SpineAnimeve::animation::Animationfriend
SpriteAnimeve::animation::Animationfriend
Tweeneve::animation::Animationfriend
update(float dt)eve::animation::Animation
~Animation() overrideeve::animation::Animation
~Module()eve::Moduleinlinevirtual