This structure defines the whole of the animation. Each actor has a NODE associated with it. The NODES are organised in a doubly linked list. The first NODE in an animation is identified by the global variable FirstNP (this points at the first Camera actor that must always exist. Within each node there are pointers to the timeline channel segments (each of which end with a Keyframe). There are 4 types of timeline COSTUME POSITION ALIGNMENT SIZE. The COSTUME is represented by either an OBJECT SKY or DIRECTOR type data structure. Thus the Animator data structures mimic a TREE GRAPH type structure. There can only be ONE actor of type SKY DIRECTOR oor GROUND. Apart from the SKY and DIRECTOR all the other actor types' costure timeline are represented by an OBJECT data structure.
Definition at line 613 of file ASTRUCT.H.
Data Fields | |
struct Animator_NODE * | last |
doubly linked list pointer to previous object | |
struct Animator_NODE * | next |
doubly linked list pointer to next object | |
struct Animator_SKY * | fsky |
pointer to the first sky object for this node/actor - only applies if this is a SKY type actor otherwise NULL | |
struct Animator_DIRECTOR_tag * | fdirector |
pointer to the first director object for this node/actor - only applies if this is a DIRECTOR type actor otherwise NULL | |
struct Animator_OBJECT * | fobj |
pointer to the first OBJECT object - represents the COSTUME for all the other actor types, if the actor is a SKY or DIRECTOR then it is NULL | |
struct Animator_POSITION * | fpos |
pointer ot the first POSITION timeline channel/segment/keyframe for this actor | |
struct Animator_ALIGN * | fali |
pointer ot the first ALIGNMENT timeline channel/segment/keyframe for this actor | |
struct Animator_SIZE * | fsiz |
pointer ot the first SCALING timeline channel/segment/keyframe for this actor | |
short | type |
Identifies the type of actor as given by defined symbols NORMAL(MESH) CAMERA etc. | |
short | ID |
Unique identifier given by Animator to represent the actor. | |
char | actorname [128] |
Text string for the Actor's name (user settable) e.g. "Back Light". |
struct Animator_NODE* last [read] |
doubly linked list pointer to previous object
Definition at line 614 of file ASTRUCT.H.
Referenced by buildBST(), CreateNode(), DeleteNode(), GetActorsName(), and ScrapEverything().
struct Animator_NODE* next [read] |
doubly linked list pointer to next object
Definition at line 615 of file ASTRUCT.H.
Referenced by ActorNameExists(), AddQuickActor(), AutoUpdateKeyframerVpos(), CreateNode(), CreateVRMLfile(), DeleteNode(), DeleteRamFile(), DeleteRangeOfFrames(), ExportRobotKeyframes(), get_centre_stage(), GetSelectedCamera(), InsertFrames(), LoadAnimationFile(), LoadEffectLibrary(), MakeScript(), ObjectExists(), PackAnimationFile(), PickClosestNode(), PickClosestPathPoint(), PickNode(), ReDrawQuickDisplay(), ReDrawStageDisplay(), ReplaceObjectFile(), SaveAnimationFile(), SelectActorDlgProc(), SelectNode(), SetNumberOfFrames(), ShiftAllKeys(), and UnloadEffectLibrary().
struct Animator_SKY* fsky [read] |
pointer to the first sky object for this node/actor - only applies if this is a SKY type actor otherwise NULL
Definition at line 616 of file ASTRUCT.H.
Referenced by CreateNode(), CreateSky(), CreateVRMLfile(), DeleteNode(), DeleteRangeOfFrames(), DeleteSky(), EditObject(), GetObjectAtFrame(), GetTimeGapAtFrame(), InsertFrames(), MakeScript(), SaveAnimationFile(), SetNumberOfFrames(), ShiftAllKeys(), SkyCostumeInfo(), and SkyInfo().
struct Animator_DIRECTOR_tag* fdirector [read] |
pointer to the first director object for this node/actor - only applies if this is a DIRECTOR type actor otherwise NULL
Definition at line 617 of file ASTRUCT.H.
Referenced by CreateDirector(), CreateNode(), DeleteDirector(), DeleteNode(), DeleteRangeOfFrames(), DirectorCostumeInfo(), EditObject(), GetObjectAtFrame(), GetSelectedCamera(), GetTimeGapAtFrame(), InsertFrames(), SaveAnimationFile(), SetNumberOfFrames(), and ShiftAllKeys().
struct Animator_OBJECT* fobj [read] |
pointer to the first OBJECT object - represents the COSTUME for all the other actor types, if the actor is a SKY or DIRECTOR then it is NULL
Definition at line 618 of file ASTRUCT.H.
Referenced by ActorInfo(), AddOnlyNewNode(), CheckRecursiveFollow(), CopyPath(), CreateCostume(), CreateIPointPath(), CreateNode(), CreateVRMLfile(), DeleteCostume(), DeleteNode(), DeleteRamFile(), DeleteRangeOfFrames(), DrawNode(), DrawPerspectiveView(), DrawViewRobot(), ExportRobotKeyframes(), ExportRobotSequence(), get_centre_stage(), GetObjectAtFrame(), GetPathPosition(), GetTimeGapAtFrame(), GetTimelinesAtFrame(), InsertFrames(), LoadEffectLibrary(), MakeScript(), ObjectExists(), PackAnimationFile(), PickClosestNode(), PickClosestPathPoint(), PickNode(), ReplaceObjectFile(), SaveAnimationFile(), SaveAnimFile(), SetNumberOfFrames(), SetRobotToWalkPath(), ShiftAllKeys(), StartDefault(), and UnloadEffectLibrary().
struct Animator_POSITION* fpos [read] |
pointer ot the first POSITION timeline channel/segment/keyframe for this actor
Definition at line 619 of file ASTRUCT.H.
Referenced by _ExternalPreset(), AddQuickActor(), CheckForControl(), CheckRecursiveFollow(), CreateNode(), CreatePosition(), CreateVRMLfile(), DeleteNode(), DeletePosition(), DeleteRangeOfFrames(), ExportRobotKeyframes(), ExportRobotSequence(), GetOffsetPosition(), GetTimelinesAtFrame(), ImportRobotSequence(), InsertFrames(), InstantStageGrab(), MakeControl(), MakeKey(), PositionInfo(), SaveAnimationFile(), SetNumberOfFrames(), SetRobotToWalkPath(), ShiftAllKeys(), and ShiftSelectedPositionAllKeys().
struct Animator_ALIGN* fali [read] |
pointer ot the first ALIGNMENT timeline channel/segment/keyframe for this actor
Definition at line 620 of file ASTRUCT.H.
Referenced by AddQuickActor(), AlignInfo(), CheckForControl(), CheckRecursiveFollow(), CreateAlign(), CreateNode(), DeleteAlign(), DeleteNode(), DeleteRangeOfFrames(), GetTimelinesAtFrame(), GetTransform(), InsertFrames(), InstantStageRotate(), MakeControl(), MakeKey(), SaveAnimationFile(), SetNumberOfFrames(), SetRobotToWalkPath(), and ShiftAllKeys().
struct Animator_SIZE* fsiz [read] |
pointer ot the first SCALING timeline channel/segment/keyframe for this actor
Definition at line 621 of file ASTRUCT.H.
Referenced by CalculateCameraProperties(), CheckForControl(), CreateNode(), CreateSize(), DeleteNode(), DeleteRangeOfFrames(), DeleteSize(), GetTimelinesAtFrame(), InsertFrames(), InstantStageXpnd(), MakeControl(), MakeKey(), SaveAnimationFile(), SetNumberOfFrames(), ShiftAllKeys(), and SizeInfo().
short type |
Identifies the type of actor as given by defined symbols NORMAL(MESH) CAMERA etc.
Definition at line 622 of file ASTRUCT.H.
Referenced by AddCostumeTimeLine(), AddOnlyNewNode(), AddQuickActor(), CopyPath(), CreateCostume(), CreateNode(), CreatePosition(), CreateSize(), CreateVRMLfile(), DeleteNode(), DrawPerspectiveView(), DrawViewRobot(), EditAlign(), EditObject(), EditPosition(), EditSize(), GetObjectAtFrame(), GetOffsetPosition(), GetSelectedCamera(), GetTimeGapAtFrame(), GetTimelinesAtFrame(), GetTransform(), InsertFrames(), LoadAnimationFile(), LoadAnimObject(), MakeControl(), MakeScript(), ReDrawQuickDisplay(), ReDrawStageDisplay(), ReplaceOneObjectFile(), SaveAnimationFile(), SaveAnimFile(), SelectActorDlgProc(), SetRobotToWalkPath(), ShiftAllKeys(), and SizeInfo().
short ID |
Unique identifier given by Animator to represent the actor.
Definition at line 622 of file ASTRUCT.H.
Referenced by CreateNode(), GetActorsName(), LoadAnimationFile(), MakeScript(), SaveAnimationFile(), and SelectNodeID().
char actorname[128] |
Text string for the Actor's name (user settable) e.g. "Back Light".
Definition at line 624 of file ASTRUCT.H.
Referenced by ActorNameExists(), AddOnlyNewNode(), AddQuickActor(), AlignInfo(), CheckRecursiveFollow(), CreateVRMLfile(), DirectorCostumeInfo(), ExportRobotKeyframes(), GetActorsName(), LoadAnimationFile(), PositionInfo(), SaveAnimationFile(), SelectActorDlgProc(), and SelectNode().