| Package | away3d.animators.nodes |
| Class | public class SkeletonClipNode |
| Inheritance | SkeletonClipNode AnimationClipNodeBase AnimationNodeBase NamedAssetBase flash.events.EventDispatcher |
| Implements | ISkeletonAnimationNode |
| Property | Defined By | ||
|---|---|---|---|
![]() | assetFullPath : Array [read-only] | NamedAssetBase | |
![]() | assetNamespace : String [read-only] | NamedAssetBase | |
![]() | assetType : String [read-only]
| AnimationNodeBase | |
![]() | blendWeight : Number [read-only]
Returns a fractional value between 0 and 1 representing the blending ratio of the current playhead position
between the current frame (0) and next frame (1) of the animation. | AnimationClipNodeBase | |
![]() | currentFrame : uint [read-only]
Returns the current frame of animation in the clip based on the internal playhead position. | AnimationClipNodeBase | |
| currentPose : SkeletonPose [read-only]
Returns the current skeleton pose frame of animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
![]() | durations : Vector.<uint> [read-only]
Returns a vector of time values representing the duration (in milliseconds) of each animation frame in the clip. | AnimationClipNodeBase | |
![]() | fixedFrameRate : Boolean = true | AnimationClipNodeBase | |
| frames : Vector.<SkeletonPose> [read-only]
Returns a vector of skeleton poses representing the pose of each animation frame in the clip. | SkeletonClipNode | ||
| highQuality : Boolean = false
Determines whether to use SLERP equations (true) or LERP equations (false) in the calculation
of the output skeleton pose. | SkeletonClipNode | ||
![]() | looping : Boolean
Determines whether the contents of the animation node have looping characteristics enabled. | AnimationNodeBase | |
![]() | name : String | NamedAssetBase | |
![]() | nextFrame : uint [read-only]
Returns the next frame of animation in the clip based on the internal playhead position. | AnimationClipNodeBase | |
| nextPose : SkeletonPose [read-only]
Returns the next skeleton pose frame of animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
![]() | originalName : String [read-only]
The original name used for this asset in the resource (e.g. | NamedAssetBase | |
![]() | rootDelta : Vector3D [read-only]
Returns a 3d vector representing the translation delta of the animating entity for the current timestep of animation
| AnimationNodeBase | |
![]() | stitchFinalFrame : Boolean
Defines if looping content blends the final frame of animation data with the first (true) or works on the
assumption that both first and last frames are identical (false). | AnimationClipNodeBase | |
| Method | Defined By | ||
|---|---|---|---|
Creates a new SkeletonClipNode object. | SkeletonClipNode | ||
addFrame(skeletonPose:SkeletonPose, duration:uint):void
Adds a skeleton pose frame to the internal timeline of the animation node. | SkeletonClipNode | ||
![]() | assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | |
![]() | dispose():void
Cleans up resources used by this asset. | AnimationNodeBase | |
Returns the current skeleton pose of the animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
![]() | reset(time:int):void
Resets the configuration of the node to its default state. | AnimationNodeBase | |
![]() | resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void | NamedAssetBase | |
![]() | update(time:int):void
Updates the configuration of the node to its current state. | AnimationNodeBase | |
| Method | Defined By | ||
|---|---|---|---|
updateFrames():void [override]
Updates the nodes internal playhead to determine the current and next animation frame, and the blendWeight between the two. | SkeletonClipNode | ||
![]() | updateLooping():void [override]
Updates the node's looping state
| AnimationClipNodeBase | |
updateRootDelta():void [override]
Updates the node's root delta position
| SkeletonClipNode | ||
updateSkeletonPose(skeleton:Skeleton):void
Updates the output skeleton pose of the node based on the internal playhead position. | SkeletonClipNode | ||
updateStitch():void [override]
Updates the node's final frame stitch state. | SkeletonClipNode | ||
updateTime(time:int):void [override]
Updates the node's internal playhead position. | SkeletonClipNode | ||
| currentPose | property |
currentPose:SkeletonPose [read-only] Returns the current skeleton pose frame of animation in the clip based on the internal playhead position.
public function get currentPose():SkeletonPose| frames | property |
frames:Vector.<SkeletonPose> [read-only] Returns a vector of skeleton poses representing the pose of each animation frame in the clip.
public function get frames():Vector.<SkeletonPose>| highQuality | property |
public var highQuality:Boolean = falseDetermines whether to use SLERP equations (true) or LERP equations (false) in the calculation of the output skeleton pose. Defaults to false.
| nextPose | property |
nextPose:SkeletonPose [read-only] Returns the next skeleton pose frame of animation in the clip based on the internal playhead position.
public function get nextPose():SkeletonPose| SkeletonClipNode | () | Constructor |
public function SkeletonClipNode()
Creates a new SkeletonClipNode object.
| addFrame | () | method |
public function addFrame(skeletonPose:SkeletonPose, duration:uint):voidAdds a skeleton pose frame to the internal timeline of the animation node.
Parameters
skeletonPose:SkeletonPose — The skeleton pose object to add to the timeline of the node.
| |
duration:uint — The specified duration of the frame in milliseconds.
|
| getSkeletonPose | () | method |
public function getSkeletonPose(skeleton:Skeleton):SkeletonPoseReturns the current skeleton pose of the animation in the clip based on the internal playhead position.
Parameters
skeleton:Skeleton |
SkeletonPose |
| updateFrames | () | method |
override protected function updateFrames():voidUpdates the nodes internal playhead to determine the current and next animation frame, and the blendWeight between the two.
| updateRootDelta | () | method |
override protected function updateRootDelta():voidUpdates the node's root delta position
| updateSkeletonPose | () | method |
protected function updateSkeletonPose(skeleton:Skeleton):voidUpdates the output skeleton pose of the node based on the internal playhead position.
Parameters
skeleton:Skeleton — The skeleton used by the animator requesting the ouput pose.
|
| updateStitch | () | method |
override protected function updateStitch():voidUpdates the node's final frame stitch state.
| updateTime | () | method |
override protected function updateTime(time:int):voidUpdates the node's internal playhead position.
Parameters
time:int — The local time (in milliseconds) of the node's playhead position.
|