AnimGroup(AnimGroup const&) = default
This is the normal
The default constructor is protected: don’t try to create an
AnimGroupwithout a parent. To create an AnimChannel hierarchy, you must first create an
AnimBundle, and use that to create any subsequent children.
Creates a new
AnimGroup, just like this one, without copying any children. The new copy is added to the indicated parent. Intended to be called by make_copy() only.
AnimGroup, and adds it to the indicated parent. The only way to delete it subsequently is to delete the entire hierarchy.
AnimGroup *find_child(std::string const &name) const
AnimGroup *get_child_named(std::string const &name) const
Returns the first child found with the indicated name, or NULL if no such child exists. This method searches only the children of this particular
AnimGroup; it does not recursively search the entire graph. See also
int get_num_children(void) const
Returns the number of child nodes of the group.
virtual void output(std::ostream &out) const
Writes a one-line description of the group.
Sorts the children nodes at each level of the hierarchy into alphabetical order. This should be done after creating the hierarchy, to guarantee that the correct names will match up together when the
AnimBundleis later bound to a PlayerRoot.
virtual void write(std::ostream &out, int indent_level) const
Writes a brief description of the group and all of its descendants.
- AnimGroup(AnimGroup const&) = default