Packageaway3d.animators
Classpublic class UVAnimator
InheritanceUVAnimator Inheritance AnimatorBase Inheritance flash.events.EventDispatcher
Implements IAnimator

Provides an interface for assigning uv-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.



Public Properties
 PropertyDefined By
 InheritedactiveState : IAnimationState
[read-only] Returns the current active animation state.
AnimatorBase
 InheritedanimationSet : IAnimationSet
[read-only] Returns the animation data set in use by the animator.
AnimatorBase
 InheritedautoUpdate : Boolean
Determines whether the animators internal update mechanisms are active.
AnimatorBase
 InheritedplaybackSpeed : Number
The amount by which passed time should be scaled.
AnimatorBase
 Inheritedtime : int
Gets and sets the internal time clock of the animator.
AnimatorBase
Protected Properties
 PropertyDefined By
 Inherited_absoluteTime : Number = 0
AnimatorBase
 Inherited_activeState : IAnimationState
AnimatorBase
 Inherited_owners : Vector.<Mesh>
AnimatorBase
Public Methods
 MethodDefined By
  
UVAnimator(uvAnimationSet:UVAnimationSet)
Creates a new UVAnimator object.
UVAnimator
  
play(stateName:String, stateTransition:StateTransitionBase = null):void
UVAnimator
  
setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:int, vertexStreamOffset:int):void
Sets the GPU render state required by the animation that is dependent of the rendered object.
UVAnimator
 Inherited
start():void
Resumes the automatic playback clock controling the active state of the animator.
AnimatorBase
 Inherited
stop():void
Pauses the automatic playback clock of the animator, in case manual updates are required via the time property or update() method.
AnimatorBase
  
Verifies if the animation will be used on cpu.
UVAnimator
 Inherited
update(time:int):void
Provides a way to manually update the active state of the animator when automatic updates are disabled.
AnimatorBase
Protected Methods
 MethodDefined By
  
updateDeltaTime(dt:Number):void
[override] Applies the calculated time delta to the active animation state node.
UVAnimator
Events
 Event Summary Defined By
 InheritedDispatched when playback of an animation inside the animator object starts.AnimatorBase
 InheritedDispatched when playback of an animation inside the animator object stops.AnimatorBase
Constructor Detail
UVAnimator()Constructor
public function UVAnimator(uvAnimationSet:UVAnimationSet)

Creates a new UVAnimator object.

Parameters
uvAnimationSet:UVAnimationSet — The animation data set containing the uv animation states used by the animator.
Method Detail
play()method
public function play(stateName:String, stateTransition:StateTransitionBase = null):void

Parameters

stateName:String
 
stateTransition:StateTransitionBase (default = null)

setRenderState()method 
public function setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:int, vertexStreamOffset:int):void

Sets the GPU render state required by the animation that is dependent of the rendered object.

Parameters

stage3DProxy:Stage3DProxy — The Stage3DProxy object which is currently being used for rendering.
 
renderable:IRenderable — The object currently being rendered.
 
vertexConstantOffset:int — The first available vertex register to write data to if running on the gpu.
 
vertexStreamOffset:int — The first available vertex stream to write vertex data to if running on the gpu.

testGPUCompatibility()method 
public function testGPUCompatibility(pass:MaterialPassBase):void

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.

Parameters

pass:MaterialPassBase

updateDeltaTime()method 
override protected function updateDeltaTime(dt:Number):void

Applies the calculated time delta to the active animation state node.

Parameters

dt:Number