Package | away3d.animators |
Class | public class ParticleAnimationSet |
Inheritance | ParticleAnimationSet AnimationSetBase NamedAssetBase flash.events.EventDispatcher |
Implements | IAnimationSet |
See also
Property | Defined By | ||
---|---|---|---|
animationNames : Vector.<String> [read-only]
Returns a vector of animation state objects that make up the contents of the animation data set. | AnimationSetBase | ||
animations : Vector.<AnimationNodeBase> [read-only]
Returns a vector of animation state objects that make up the contents of the animation data set. | AnimationSetBase | ||
assetFullPath : Array [read-only] | NamedAssetBase | ||
assetNamespace : String [read-only] | NamedAssetBase | ||
assetType : String [read-only]
| AnimationSetBase | ||
hasBillboard : Boolean | ParticleAnimationSet | ||
hasColorNode : Boolean | ParticleAnimationSet | ||
hasUVNode : Boolean | ParticleAnimationSet | ||
initParticleFunc : Function
Initialiser function for static particle properties. | ParticleAnimationSet | ||
name : String | NamedAssetBase | ||
needVelocity : Boolean | ParticleAnimationSet | ||
originalName : 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 |
Method | Defined By | ||
---|---|---|---|
ParticleAnimationSet(usesDuration:Boolean = false, usesLooping:Boolean = false, usesDelay:Boolean = false)
Creates a new ParticleAnimationSet
| ParticleAnimationSet | ||
ParticleAnimationSet | |||
addAnimation(node:AnimationNodeBase):void [override]
Adds an animation state object to the aniamtion data set under the given name. | ParticleAnimationSet | ||
assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | ||
cancelGPUCompatibility():void [override]
| ParticleAnimationSet | ||
ParticleAnimationSet | |||
dispose():void
Cleans up any resources used by the current object. | AnimationSetBase | ||
doneAGALCode(pass:MaterialPassBase):void | 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 | ||
getAnimation(name:String):AnimationNodeBase
Retrieves the animation state object registered in the animation data set under the given name. | AnimationSetBase | ||
hasAnimation(name:String):Boolean
Check to determine whether a state is registered in the animation set under the given name. | AnimationSetBase | ||
resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void | NamedAssetBase |
Constant | Defined By | ||
---|---|---|---|
DEFAULT_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 |
hasBillboard | property |
public var hasBillboard:Boolean
hasColorNode | property |
public var hasColorNode:Boolean
hasUVNode | property |
public var hasUVNode:Boolean
initParticleFunc | property |
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.
needVelocity | property |
public var needVelocity:Boolean
particleNodes | property |
particleNodes:Vector.<ParticleNodeBase>
[read-only] Returns a vector of the particle animation nodes contained within the set.
public function get particleNodes():Vector.<ParticleNodeBase>
usesCPU | property |
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.
public function get usesCPU():Boolean
ParticleAnimationSet | () | Constructor |
public function ParticleAnimationSet(usesDuration:Boolean = false, usesLooping:Boolean = false, usesDelay:Boolean = false)
Creates a new ParticleAnimationSet
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.
|
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 |
getAGALFragmentCode | () | method |
public function getAGALFragmentCode(pass:MaterialPassBase, shadedTarget:String):String
Parameters
pass:MaterialPassBase | |
shadedTarget:String |
String |
getAGALUVCode | () | method |
public function getAGALUVCode(pass:MaterialPassBase, UVSource:String, UVTarget:String):String
Parameters
pass:MaterialPassBase | |
UVSource:String | |
UVTarget:String |
String |
getAGALVertexCode | () | method |
public function getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Vector.<String>, targetRegisters:Vector.<String>):String
Parameters
pass:MaterialPassBase | |
sourceRegisters:Vector.<String> | |
targetRegisters:Vector.<String> |
String |
POST_PRIORITY | Constant |
public static const POST_PRIORITY:int = 9
Property used by particle nodes that require compilation at the end of the shader