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MWRender::Animation Member List

This is the complete list of members for MWRender::Animation, including all inherited members.

addAnimSource(const std::string &model)MWRender::Animationprotected
addControllers()MWRender::Animationprotectedvirtual
addEffect(const std::string &model, int effectId, bool loop=false, const std::string &bonename="", std::string texture="")MWRender::Animation
addExtraLight(osg::ref_ptr< osg::Group > parent, const ESM::Light *light)MWRender::Animationprotected
addGlow(osg::ref_ptr< osg::Node > node, osg::Vec4f glowColor, float glowDuration=-1)MWRender::Animationprotected
addSpellCastGlow(const ESM::MagicEffect *effect, float glowDuration=1.5)MWRender::Animation
adjustSpeedMult(const std::string &groupname, float speedmult)MWRender::Animation
Animation(const MWWorld::Ptr &ptr, osg::ref_ptr< osg::Group > parentNode, Resource::ResourceSystem *resourceSystem)MWRender::Animation
Animation(const Animation &)MWRender::Animationprivate
AnimSourceList typedefMWRender::Animationprotected
AnimStateMap typedefMWRender::Animationprotected
attachArrow()MWRender::Animationinlinevirtual
BlendMask enum nameMWRender::Animation
BlendMask_All enum valueMWRender::Animation
BlendMask_LeftArm enum valueMWRender::Animation
BlendMask_LowerBody enum valueMWRender::Animation
BlendMask_RightArm enum valueMWRender::Animation
BlendMask_Torso enum valueMWRender::Animation
BlendMask_UpperBody enum valueMWRender::Animation
BoneGroup enum nameMWRender::Animation
BoneGroup_LeftArm enum valueMWRender::Animation
BoneGroup_LowerBody enum valueMWRender::Animation
BoneGroup_RightArm enum valueMWRender::Animation
BoneGroup_Torso enum valueMWRender::Animation
clearAnimSources()MWRender::Animationprotected
ControllerMap typedefMWRender::Animationprotected
detectBlendMask(const osg::Node *node) const MWRender::Animationprotected
disable(const std::string &groupname)MWRender::Animation
enableHeadAnimation(bool enable)MWRender::Animationinlinevirtual
getCurrentLoopCount(const std::string &groupname) const MWRender::Animation
getCurrentTime(const std::string &groupname) const MWRender::Animation
getEnchantmentColor(const MWWorld::ConstPtr &item) const MWRender::Animationprotected
getHeadPitch() const MWRender::Animationvirtual
getHeadYaw() const MWRender::Animationvirtual
getInfo(const std::string &groupname, float *complete=NULL, float *speedmult=NULL) const MWRender::Animation
getLoopingEffects(std::vector< int > &out) const MWRender::Animation
getNode(const std::string &name) const MWRender::Animation
getNodeMap() const MWRender::Animationprotected
getObjectRoot()MWRender::Animation
getOrCreateObjectRoot()MWRender::Animation
getPtr() const MWRender::Animation
getStartTime(const std::string &groupname) const MWRender::Animation
getTextKeyTime(const std::string &textKey) const MWRender::Animation
getVelocity(const std::string &groupname) const MWRender::Animation
handleTextKey(AnimState &state, const std::string &groupname, const std::multimap< float, std::string >::const_iterator &key, const std::multimap< float, std::string > &map)MWRender::Animationprotected
hasAnimation(const std::string &anim) const MWRender::Animation
isPlaying(const std::string &groupname) const MWRender::Animation
mAccumCtrlMWRender::Animationprotected
mAccumRootMWRender::Animationprotected
mAccumulateMWRender::Animationprotected
mActiveControllersMWRender::Animationprotected
mAlphaMWRender::Animationprotected
mAnimationTimePtrMWRender::Animationprotected
mAnimSourcesMWRender::Animationprotected
mEffectsMWRender::Animationprotected
mGlowLightMWRender::Animationprotected
mGlowUpdaterMWRender::Animationprotected
mHeadControllerMWRender::Animationprotected
mHeadPitchRadiansMWRender::Animationprotected
mHeadYawRadiansMWRender::Animationprotected
mInsertMWRender::Animationprotected
mLightListCallbackMWRender::Animationprotected
mNodeMapMWRender::Animationmutableprotected
mNodeMapCreatedMWRender::Animationmutableprotected
mObjectRootMWRender::Animationprotected
mPtrMWRender::Animationprotected
mResetAccumRootCallbackMWRender::Animationprotected
mResourceSystemMWRender::Animationprotected
mSkeletonMWRender::Animationprotected
mStatesMWRender::Animationprotected
mTextKeyListenerMWRender::Animationprotected
NodeMap typedefMWRender::Animationprotected
operator=(Animation &)MWRender::Animationprivate
play(const std::string &groupname, const AnimPriority &priority, int blendMask, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback=false)MWRender::Animation
releaseArrow(float attackStrength)MWRender::Animationinlinevirtual
removeEffect(int effectId)MWRender::Animation
reset(AnimState &state, const std::multimap< float, std::string > &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback)MWRender::Animationprotected
resetActiveGroups()MWRender::Animationprotected
runAnimation(float duration)MWRender::Animationvirtual
setAccumulation(const osg::Vec3f &accum)MWRender::Animation
setAccurateAiming(bool enabled)MWRender::Animationinlinevirtual
setActive(bool active)MWRender::Animation
setAlpha(float alpha)MWRender::Animation
setHeadPitch(float pitchRadians)MWRender::Animationvirtual
setHeadYaw(float yawRadians)MWRender::Animationvirtual
setLightEffect(float effect)MWRender::Animationvirtual
setLoopingEnabled(const std::string &groupname, bool enabled)MWRender::Animation
setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature)MWRender::Animationprotected
setPitchFactor(float factor)MWRender::Animationinlinevirtual
setRenderBin()MWRender::Animationprotectedvirtual
setTextKeyListener(TextKeyListener *listener)MWRender::Animation
setVampire(bool vampire)MWRender::Animationinlinevirtual
setWeaponGroup(const std::string &group)MWRender::Animationinlinevirtual
showCarriedLeft(bool show)MWRender::Animationinlinevirtual
showWeapons(bool showWeapon)MWRender::Animationinlinevirtual
sNumBlendMasksMWRender::Animationstatic
updateEffects(float duration)MWRender::Animation
updatePosition(float oldtime, float newtime, osg::Vec3f &position)MWRender::Animationprotected
updatePtr(const MWWorld::Ptr &ptr)MWRender::Animationvirtual
upperBodyReady() const MWRender::Animation
~Animation()MWRender::Animationvirtual