The Nebula Device 3: CoreAnimation::AnimCurve Class Reference

The Nebula Device 3

CoreAnimation::AnimCurve Class Reference

#include <animcurve.h>


Detailed Description

An animation curve describes a set of animation keys in an AnimKeyBuffer. AnimCurves are always part of an AnimClip object, and share properties with all other AnimCurves in their AnimClip object. An AnimCurve may be collapsed into a single key, so that AnimCurves where all keys are identical don't take up any space in the animation key buffer. For performance reasons, AnimCurve's are not as flexible as their Maya counterparts, for instance it is not possible to set the pre- and post-infinity types per curve, but only per clip.

(C) 2008 Radon Labs GmbH

Public Member Functions

 AnimCurve ()
 constructor
void SetActive (bool b)
 activate/deactivate the curve, only active curves will be evaluated
bool IsActive () const
 return true if the animation curve is active
void SetStatic (bool b)
 set/clear the static flag
bool IsStatic () const
 return true if the curve is static
void SetStaticKey (const Math::float4 &staticKey)
 set the static key of the curve
const Math::float4GetStaticKey () const
 get the static key of the curve
void SetFirstKeyIndex (IndexT index)
 set index of the first key in the AnimKeyBuffer
IndexT GetFirstKeyIndex () const
 get index of the first key in the AnimKeyBuffer
void SetCurveType (CurveType::Code curveType)
 set the curve type
CurveType::Code GetCurveType () const
 get the curve type