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

See also:

  • away3d.animators.SkeletonAnimator

Constructor

@:value({ jointsPerVertex : 4 })new(jointsPerVertex:Int = 4)

Creates a new SkeletonAnimationSet object.

Parameters:

jointsPerVertex

Sets the amount of skeleton joints that can be linked to a single vertex via skinned weight values. For GPU-base animation, the maximum allowed value is 4. Defaults to 4.

Variables

read onlyjointsPerVertex:Int

Methods

activate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):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

addAnimation(node:AnimationNodeBase):Void

Adds an animation state object to the aniamtion data set under the given name.

Parameters:

stateName

The name under which the animation state object will be stored.

animationState

The animation state object to be staored in the set.

dispose():Void

Cleans up any resources used by the current object.

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