TSAnimation.Update() not implemented
by Mathias Kahl · in Torque X 3D · 01/03/2010 (12:20 pm) · 1 replies
Hello!
I'd like to submit a bug, more or less. Actually it's something simply missing:
The implementation of TSAnimation.Update(). TSAnimation does not override
the virtual Update() method of its base class Animation. (Torque X 3.1.4)
I didn't construct this engine, but I would assume that Update()
advances the animation thread and therefore the animation itself.
That is: _thread.AdvanceTime(dt);
T3DAnimationComponent.UpdateAnimation(float dt) itself calls
Update() on every contained animation. But of course it has
no effect, since TSAnimation.Update() has no implementation
(or an empty one, to be precise).
I don't know if this is intended, but it means you
have to advance all of your animation thread manually.
I'd like to submit a bug, more or less. Actually it's something simply missing:
The implementation of TSAnimation.Update(). TSAnimation does not override
the virtual Update() method of its base class Animation. (Torque X 3.1.4)
I didn't construct this engine, but I would assume that Update()
advances the animation thread and therefore the animation itself.
That is: _thread.AdvanceTime(dt);
T3DAnimationComponent.UpdateAnimation(float dt) itself calls
Update() on every contained animation. But of course it has
no effect, since TSAnimation.Update() has no implementation
(or an empty one, to be precise).
I don't know if this is intended, but it means you
have to advance all of your animation thread manually.
About the author
I'm a student of Computer Science (Freie Universität in Berlin, Germany). Currently I'm working on a multiplayer strategy/action game based on Torque X.
Torque Owner Trent
public void UpdateAnimation(float dt) { if (_currentAnimation != null) { _currentAnimation.Thread.AdvanceTime(dt); } }Which is called by adding the component to the global animation callback:
ProcessList.Instance.AddAnimationCallback(Owner, this);
Given the component is one John wrote and isn't part of the engine per se, I'm guessing it's meant to be that way.