Provides an interface for assigning vertex-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.VertexAnimator.new(vertexAnimationSet)

Creates a new VertexAnimator object.

vertexAnimationSet - The animation data set containing the vertex animations used by the animator. (VertexAnimationSet)


Created VertexAnimator object has methods:

clone()

Returns a shallow clone (re-using the same IAnimationSet) of this IAnimator.

VertexAnimator


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 a sequence with a given name. If the sequence is not found, it may not be loaded yet, and it will retry every frame.

name - The name of the clip 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. Needs to be true for all passes for a material to be able to use it on gpu. Needs to be called if gpu code is potentially required.

pass - MaterialPassBase object


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