VertexAnimator
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 |
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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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