SkeletonAnimator
Provides an interface for assigning skeleton-based animation data sets to mesh-based entity objects and controlling the various available states of animation through an interative playhead that can be automatically updated or manually triggered.
Inherited from AnimatorBase -> NamedAssetBase -> EventDispatcher.
Can be created with method new:
Lib.Away3D.Animators.SkeletonAnimator.new(animationSet, skeleton, forceCPU) |
Creates a new SkeletonAnimator object. |
animationSet - The animation data set containing the skeleton animations used by the animator. (SkeletonAnimationSet) skeleton - The skeleton object used for calculating the resulting global matrices for transforming skinned mesh data. (Skeleton) forceCPU - true/false value that only allows the animator to perform calculation on the CPU. Defaults to false. |
Created SkeletonAnimator object has methods:
clone() |
Returns a shallow clone (re-using the same IAnimationSet) of this IAnimator. SkeletonAnimator |
|
setRenderState(stage3DProxy, renderable, vertexConstantOffset, vertexStreamOffset, camera) |
Sets the GPU render state required by the animation that is dependent of the rendered object. |
stage3DProxy - The Stage3DProxy object which is currently being used for rendering. renderable - The object currently being rendered. SegmentSet, SkyBox, Sprite3D, SubMesh vertexConstantOffset - The first available vertex register to write data to if running on the gpu. Int. vertexStreamOffset - The first available vertex stream to write vertex data to if running on the gpu. Int. camera - Camera3D object |
play(name, transition, offset) |
Plays an animation state registered with the given name in the animation data set. |
name - The data set name of the animation state to be played. transition - Transition object that determines how the animator will transition from the currently active animation state. Default nil. (Has no implementation yet, use nil) offset - Offset time (in milliseconds) that resets the state's internal clock to the absolute time of the animator plus the offset value. Required for non-looping animation states. |
testGPUCompatibility(pass) |
Verifies if the animation will be used on cpu. |
pass - MaterialPassBase object |
Created with the Personal Edition of HelpNDoc: Qt Help documentation made easy