Packageaway3d.animators
Classpublic class ParticleAnimationSet
InheritanceParticleAnimationSet Inheritance AnimationSetBase Inheritance NamedAssetBase Inheritance flash.events.EventDispatcher
Implements IAnimationSet

The animation data set used by particle-based animators, containing particle animation data.

See also

away3d.animators.ParticleAnimator


Public Properties
 PropertyDefined By
 InheritedanimationNames : Vector.<String>
[read-only] Returns a vector of animation state objects that make up the contents of the animation data set.
AnimationSetBase
 Inheritedanimations : Vector.<AnimationNodeBase>
[read-only] Returns a vector of animation state objects that make up the contents of the animation data set.
AnimationSetBase
 InheritedassetFullPath : Array
[read-only]
NamedAssetBase
 InheritedassetNamespace : String
[read-only]
NamedAssetBase
 InheritedassetType : String
[read-only]
AnimationSetBase
  hasBillboard : Boolean
ParticleAnimationSet
  hasColorNode : Boolean
ParticleAnimationSet
  hasUVNode : Boolean
ParticleAnimationSet
  initParticleFunc : Function
Initialiser function for static particle properties.
ParticleAnimationSet
 Inheritedname : String
NamedAssetBase
  needVelocity : Boolean
ParticleAnimationSet
 InheritedoriginalName : String
[read-only] The original name used for this asset in the resource (e.g.
NamedAssetBase
  particleNodes : Vector.<ParticleNodeBase>
[read-only] Returns a vector of the particle animation nodes contained within the set.
ParticleAnimationSet
  usesCPU : Boolean
[override] [read-only] Indicates whether the properties of the animation data contained within the set combined with the vertex registers aslready in use on shading materials allows the animation data to utilise GPU calls.
ParticleAnimationSet
Public Methods
 MethodDefined By
  
ParticleAnimationSet(usesDuration:Boolean = false, usesLooping:Boolean = false, usesDelay:Boolean = false)
Creates a new ParticleAnimationSet
ParticleAnimationSet
  
activate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void
ParticleAnimationSet
  
[override] Adds an animation state object to the aniamtion data set under the given name.
ParticleAnimationSet
 Inherited
assetPathEquals(name:String, ns:String):Boolean
NamedAssetBase
  
[override]
ParticleAnimationSet
  
deactivate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void
ParticleAnimationSet
 Inherited
dispose():void
Cleans up any resources used by the current object.
AnimationSetBase
  
ParticleAnimationSet
  
getAGALFragmentCode(pass:MaterialPassBase, shadedTarget:String):String
ParticleAnimationSet
  
getAGALUVCode(pass:MaterialPassBase, UVSource:String, UVTarget:String):String
ParticleAnimationSet
  
getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Vector.<String>, targetRegisters:Vector.<String>):String
ParticleAnimationSet
 Inherited
Retrieves the animation state object registered in the animation data set under the given name.
AnimationSetBase
 Inherited
hasAnimation(name:String):Boolean
Check to determine whether a state is registered in the animation set under the given name.
AnimationSetBase
 Inherited
resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void
NamedAssetBase
Protected Methods
 MethodDefined By
 Inherited
findTempReg(exclude:Vector.<String>, excludeAnother:String = null):String
Retrieves a temporary GPU register that's still free.
AnimationSetBase
Public Constants
 ConstantDefined By
 InheritedDEFAULT_NAMESPACE : String = default
[static]
NamedAssetBase
  POST_PRIORITY : int = 9
[static] Property used by particle nodes that require compilation at the end of the shader
ParticleAnimationSet
Property Detail
hasBillboardproperty
public var hasBillboard:Boolean

hasColorNodeproperty 
public var hasColorNode:Boolean

hasUVNodeproperty 
public var hasUVNode:Boolean

initParticleFuncproperty 
public var initParticleFunc:Function

Initialiser function for static particle properties. Needs to reference a function with teh following format function initParticleFunc(prop:ParticleProperties):void { //code for settings local properties } Aside from setting any properties required in particle animation nodes using local static properties, the initParticleFunc function is required to time node requirements as they may be needed. These properties on the ParticleProperties object can include startTime, duration and delay. The use of these properties is determined by the setting arguments passed in the constructor of the particle animation set. By default, only the startTime property is required.

needVelocityproperty 
public var needVelocity:Boolean

particleNodesproperty 
particleNodes:Vector.<ParticleNodeBase>  [read-only]

Returns a vector of the particle animation nodes contained within the set.


Implementation
    public function get particleNodes():Vector.<ParticleNodeBase>
usesCPUproperty 
usesCPU:Boolean  [read-only] [override]

Indicates whether the properties of the animation data contained within the set combined with the vertex registers aslready in use on shading materials allows the animation data to utilise GPU calls.


Implementation
    public function get usesCPU():Boolean
Constructor Detail
ParticleAnimationSet()Constructor
public function ParticleAnimationSet(usesDuration:Boolean = false, usesLooping:Boolean = false, usesDelay:Boolean = false)

Creates a new ParticleAnimationSet

Parameters
usesDuration:Boolean (default = false) — usesDuration Defines whether the animation set uses the duration data in its static properties function to determine how long a particle is visible for. Defaults to false.
 
usesLooping:Boolean (default = false) — usesLooping Defines whether the animation set uses a looping timeframe for each particle determined by the startTime, duration and delay data in its static properties function. Defaults to false. Requires usesDuration to be true.
 
usesDelay:Boolean (default = false) — usesDelay Defines whether the animation set uses the delay data in its static properties function to determine how long a particle is hidden for. Defaults to false. Requires usesLooping to be true.
Method Detail
activate()method
public function activate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void

Parameters

stage3DProxy:Stage3DProxy
 
pass:MaterialPassBase

addAnimation()method 
override public function addAnimation(node:AnimationNodeBase):void

Adds an animation state object to the aniamtion data set under the given name.

Parameters

node:AnimationNodeBase — The name under which the animation state object will be stored.

cancelGPUCompatibility()method 
override public function cancelGPUCompatibility():void

deactivate()method 
public function deactivate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void

Parameters

stage3DProxy:Stage3DProxy
 
pass:MaterialPassBase

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

Parameters

pass:MaterialPassBase

getAGALFragmentCode()method 
public function getAGALFragmentCode(pass:MaterialPassBase, shadedTarget:String):String

Parameters

pass:MaterialPassBase
 
shadedTarget:String

Returns
String
getAGALUVCode()method 
public function getAGALUVCode(pass:MaterialPassBase, UVSource:String, UVTarget:String):String

Parameters

pass:MaterialPassBase
 
UVSource:String
 
UVTarget:String

Returns
String
getAGALVertexCode()method 
public function getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Vector.<String>, targetRegisters:Vector.<String>):String

Parameters

pass:MaterialPassBase
 
sourceRegisters:Vector.<String>
 
targetRegisters:Vector.<String>

Returns
String
Constant Detail
POST_PRIORITYConstant
public static const POST_PRIORITY:int = 9

Property used by particle nodes that require compilation at the end of the shader