// Filename: animBundle.I // Created by: drose (21Feb99) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: AnimBundle::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE AnimBundle:: AnimBundle(const string &name, float fps, int num_frames) : AnimGroup(name) { _fps = fps; _num_frames = num_frames; _root = this; } //////////////////////////////////////////////////////////////////// // Function: AnimBundle::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE AnimBundle:: AnimBundle() { } //////////////////////////////////////////////////////////////////// // Function: AnimBundle::get_base_frame_rate // Access: Public // Description: Returns the ideal number of frames per second of the // animation, when it is running at normal speed. This // may not be the same as the actual playing frame rate, // as it might have been adjusted through // set_play_rate() on the AnimControl object. See // AnimControl::get_effective_frame_rate(). //////////////////////////////////////////////////////////////////// INLINE double AnimBundle:: get_base_frame_rate() const { return _fps; } //////////////////////////////////////////////////////////////////// // Function: AnimBundle::get_num_frames // Access: Public // Description: Returns the number of frames of animation, or 0 if // the animation has no fixed number of frames. //////////////////////////////////////////////////////////////////// INLINE int AnimBundle:: get_num_frames() const { return _num_frames; }