VisioMove SDK (Android)  2.1.22
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VgAnimationRefPtr Class Reference

Public Member Functions

 VgAnimationRefPtr ()
 VgAnimationRefPtr (VgAnimation pPointer)
 VgAnimationRefPtr (VgAnimationRefPtr pRefPtr)
VgAnimationRefPtr set (VgAnimation pPointer)
VgAnimation __ref__ ()
VgAnimation __deref__ ()
VgAnimation get ()
boolean isValid ()
void start (float pDelay, float pStart, float pEnd, float pDuration)
void start (float pDelay, float pStart, float pEnd)
void start (float pDelay, float pStart)
void start (float pDelay)
void start ()
void stop ()
void pause ()
void seek (float pTime)
boolean isPlaying ()
float getDuration ()
float getCursor ()
void ref ()
int unref ()
int getNbReferences ()

Static Public Member Functions

static VgAnimationRefPtr getNull ()

Detailed Description

This interface handles engine animations. Time management is done per-instance, this means that when the animation is started it applies to all objects using it.

Constructor & Destructor Documentation

VgAnimationRefPtr.VgAnimationRefPtr ( )
VgAnimationRefPtr.VgAnimationRefPtr ( VgAnimation  pPointer)
VgAnimationRefPtr.VgAnimationRefPtr ( VgAnimationRefPtr  pRefPtr)

Member Function Documentation

VgAnimation VgAnimationRefPtr.__deref__ ( )
VgAnimation VgAnimationRefPtr.__ref__ ( )
VgAnimation VgAnimationRefPtr.get ( )
float VgAnimationRefPtr.getCursor ( )

This method return the current cursor position in the animation's timeline.

The current animation's
float VgAnimationRefPtr.getDuration ( )

This method returns the duration of the animation (in seconds).

The animation's duration.
int VgAnimationRefPtr.getNbReferences ( )
static VgAnimationRefPtr VgAnimationRefPtr.getNull ( )
boolean VgAnimationRefPtr.isPlaying ( )

This method retruns a boolean value that tells whether the animation is currently playing.

True if the animation is playing, false if not.
boolean VgAnimationRefPtr.isValid ( )
void VgAnimationRefPtr.pause ( )

This method pauses the animation at it's current time value. Use start to resume animation playback, stop to reset the animation.

void VgAnimationRefPtr.ref ( )
void ( float  pTime)

This method sets the animation's current time and forces an injection of the animation values.

pTimeThe time value to set (will be clamped between 0 and duration)
VgAnimationRefPtr VgAnimationRefPtr.set ( VgAnimation  pPointer)
void VgAnimationRefPtr.start ( float  pDelay,
float  pStart,
float  pEnd,
float  pDuration 

This method starts the animation.

If start is greater than end, the animation will play backwards.
An animation that has looping (forward or ping pong) has a never ending timeline. Such an animation started with a negative value for pEnd will play continuously untill stopped explicitly.
pDelayThe delay to apply before effectively playing the animation in seconds. Default is 0.0.
pStartThe start time in the animation in seconds (if negative, the animation starts at it's current poisition). Default is -1.0.
pEndThe targeted position in the animation (if negative, the animation ends when it's timeline ends). Default is -1.0.
pDurationThe time in seconds the animation will take to go from start to end (not including delay). If negative, means abs(end-start). Default is -1.0.
void VgAnimationRefPtr.start ( float  pDelay,
float  pStart,
float  pEnd 
void VgAnimationRefPtr.start ( float  pDelay,
float  pStart 
void VgAnimationRefPtr.start ( float  pDelay)
void VgAnimationRefPtr.start ( )
void VgAnimationRefPtr.stop ( )

This method stops the animation and sets back the time value to 0.

int VgAnimationRefPtr.unref ( )

The documentation for this class was generated from the following file:
VisioMove 2.1.22, Visioglobe® 2016