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Motive Animation System
An open source project by
FPL.
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Hold and update all animation data. More...
#include <engine.h>
Hold and update all animation data.
The engine holds all of the MotiveProcessors, and updates them all when AdvanceFrame() is called. The processing is kept central, in this manner, for scalability. The engine is not a singleton, but you should try to minimize the number of engines in your game. As more Motivators are added to the processors, you start to get economies of scale.
Public Member Functions | |
| void | Reset () |
| void | AdvanceFrame (MotiveTime delta_time) |
| void motive::MotiveEngine::AdvanceFrame | ( | MotiveTime | delta_time | ) |
Update all the MotiveProcessors by 'delta_time'. This advances all Motivators created with this MotiveEngine.
| delta_time | Elapsed time since the last call to AdvanceFrame(). Time units are defined by the user. When using spline animations, for instance, the time unit is the unit of the x-axis. |
| void motive::MotiveEngine::Reset | ( | ) |
Deallocate all MotiveProcessors, which, in turn, resets all Motivators that use those MotiveProcessors.