The animation data set used by particle-based animators, containing particle animation data.

See also:

  • away3d.animators.ParticleAnimator

Static variables

@:value(18)staticCOLOR_PRIORITY:Int = 18

Property used by particle nodes that require color compilation

@:value(9)staticPOST_PRIORITY:Int = 9

Property used by particle nodes that require compilation at the end of the shader

Constructor

@:value({ usesDelay : false, usesLooping : false, usesDuration : false })new(usesDuration:Bool = false, usesLooping:Bool = false, usesDelay:Bool = false)

Creates a new ParticleAnimationSet

Parameters:

[optional]

usesDuration Defines whether the animation set uses the duration data in its static properties function to determine how long a particle is visible for. Defaults to false.

[optional]

usesLooping Defines whether the animation set uses a looping timeframe for each particle determined by the startTime, duration and delay data in its static properties function. Defaults to false. Requires usesDuration to be true.

[optional]

usesDelay Defines whether the animation set uses the delay data in its static properties function to determine how long a particle is hidden for. Defaults to false. Requires usesLooping to be true.

Variables

initParticleFunc:Dynamic ‑> Void

Initialiser function for static particle properties. Needs to reference a function with teh following format

function initParticleFunc(prop:ParticleProperties):void { //code for settings local properties }

Aside from setting any properties required in particle animation nodes using local static properties, the initParticleFunc function is required to time node requirements as they may be needed. These properties on the ParticleProperties object can include startTime, duration and delay. The use of these properties is determined by the setting arguments passed in the constructor of the particle animation set. By default, only the startTime property is required.

Methods

activate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):Void

@inheritDoc

addAnimation(node:AnimationNodeBase):Void

@inheritDoc

cancelGPUCompatibility():Void

@inheritDoc

deactivate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):Void

@inheritDoc

doneAGALCode(pass:MaterialPassBase):Void

@inheritDoc

getAGALFragmentCode(pass:MaterialPassBase, shadedTarget:String, profile:String):String

@inheritDoc

getAGALUVCode(pass:MaterialPassBase, UVSource:String, UVTarget:String):String

@inheritDoc

getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Vector<String>, targetRegisters:Vector<String>, profile:String):String

@inheritDoc

Inherited Variables

Defined by AnimationSetBase

read onlyanimationNames:Vector<String>

read onlyanimations:Vector<AnimationNodeBase>

read onlyassetType:String

read onlyusesCPU:Bool

Defined by NamedAssetBase

read onlyassetFullPath:Array<Dynamic>

read onlyassetNamespace:String

id:String

name:String

read onlyoriginalName:String

Inherited Methods

Defined by AnimationSetBase

getAnimation(name:String):AnimationNodeBase

Retrieves the animation state object registered in the animation data set under the given name.

Parameters:

stateName

The name of the animation state object to be retrieved.

hasAnimation(name:String):Bool

Check to determine whether a state is registered in the animation set under the given name.

Parameters:

stateName

The name of the animation state object to be checked.

Defined by NamedAssetBase

assetPathEquals(name:String, ns:String):Bool

@:value({ overrideOriginal : true, ns : null })resetAssetPath(name:String, ?ns:String, overrideOriginal:Bool = true):Void