Packageaway3d.animators
Classpublic class SkeletonAnimator
InheritanceSkeletonAnimator Inheritance AnimatorBase Inheritance flash.events.EventDispatcher
Implements IAnimator

Provides an interface for assigning skeleton-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
 InheritedabsoluteTime : Number
[read-only] Returns the internal absolute time of the animator, calculated by the current time and the playback speed.
AnimatorBase
 InheritedactiveAnimation : AnimationNodeBase
[read-only] Returns the current active animation node.
AnimatorBase
 InheritedactiveAnimationName : String
[read-only] Returns the current active animation node.
AnimatorBase
 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
  forceCPU : Boolean
[read-only] Indicates whether the skeleton animator is disabled by default for GPU rendering, something that allows the animator to perform calculation on the GPU.
SkeletonAnimator
  globalMatrices : Vector.<Number>
[read-only] returns the calculated global matrices of the current skeleton pose.
SkeletonAnimator
  globalPose : SkeletonPose
[read-only] returns the current skeleton pose output from the animator.
SkeletonAnimator
 InheritedplaybackSpeed : Number
The amount by which passed time should be scaled.
AnimatorBase
  skeleton : Skeleton
[read-only] Returns the skeleton object in use by the animator - this defines the number and heirarchy of joints used by the skinned geoemtry to which skeleon animator is applied.
SkeletonAnimator
 Inheritedtime : int
Gets and sets the internal time clock of the animator.
AnimatorBase
 InheritedupdatePosition : Boolean = true
Enables translation of the animated mesh from data returned per frame via the positionDelta property of the active animation node.
AnimatorBase
  useCondensedIndices : Boolean
Offers the option of enabling GPU accelerated animation on skeletons larger than 32 joints by condensing the number of joint index values required per mesh.
SkeletonAnimator
Protected Properties
 PropertyDefined By
 Inherited_absoluteTime : Number = 0
AnimatorBase
 Inherited_activeNode : AnimationNodeBase
AnimatorBase
 Inherited_activeState : IAnimationState
AnimatorBase
 Inherited_animationSet : IAnimationSet
AnimatorBase
 Inherited_name : String
AnimatorBase
 Inherited_owners : Vector.<Mesh>
AnimatorBase
Public Methods
 MethodDefined By
  
SkeletonAnimator(animationSet:SkeletonAnimationSet, skeleton:Skeleton, forceCPU:Boolean = false)
Creates a new SkeletonAnimator object.
SkeletonAnimator
 Inherited
AnimatorBase
 Inherited
AnimatorBase
 Inherited
phase(value:Number):void
Sets the animation phase of the current active state's animation clip(s).
AnimatorBase
  
play(name:String, transition:IAnimationTransition = null, offset:Number):void
Plays an animation state registered with the given name in the animation data set.
SkeletonAnimator
 Inherited
reset(name:String, offset:Number = 0):void
AnimatorBase
  
setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:int, vertexStreamOffset:int, camera:Camera3D):void
Sets the GPU render state required by the animation that is dependent of the rendered object.
SkeletonAnimator
 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.
SkeletonAnimator
 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 or state transition object.
SkeletonAnimator
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
Property Detail
forceCPUproperty
forceCPU:Boolean  [read-only]

Indicates whether the skeleton animator is disabled by default for GPU rendering, something that allows the animator to perform calculation on the GPU. Defaults to false.


Implementation
    public function get forceCPU():Boolean
globalMatricesproperty 
globalMatrices:Vector.<Number>  [read-only]

returns the calculated global matrices of the current skeleton pose.


Implementation
    public function get globalMatrices():Vector.<Number>

See also

globalPoseproperty 
globalPose:SkeletonPose  [read-only]

returns the current skeleton pose output from the animator.


Implementation
    public function get globalPose():SkeletonPose

See also

skeletonproperty 
skeleton:Skeleton  [read-only]

Returns the skeleton object in use by the animator - this defines the number and heirarchy of joints used by the skinned geoemtry to which skeleon animator is applied.


Implementation
    public function get skeleton():Skeleton
useCondensedIndicesproperty 
useCondensedIndices:Boolean

Offers the option of enabling GPU accelerated animation on skeletons larger than 32 joints by condensing the number of joint index values required per mesh. Only applicable to skeleton animations that utilise more than one mesh object. Defaults to false.


Implementation
    public function get useCondensedIndices():Boolean
    public function set useCondensedIndices(value:Boolean):void
Constructor Detail
SkeletonAnimator()Constructor
public function SkeletonAnimator(animationSet:SkeletonAnimationSet, skeleton:Skeleton, forceCPU:Boolean = false)

Creates a new SkeletonAnimator object.

Parameters
animationSet:SkeletonAnimationSet — The animation data set containing the skeleton animations used by the animator.
 
skeleton:Skeleton — The skeleton object used for calculating the resulting global matrices for transforming skinned mesh data.
 
forceCPU:Boolean (default = false) — Optional value that only allows the animator to perform calculation on the CPU. Defaults to false.
Method Detail
play()method
public function play(name:String, transition:IAnimationTransition = null, offset:Number):void

Plays an animation state registered with the given name in the animation data set.

Parameters

name:String — The data set name of the animation state to be played.
 
transition:IAnimationTransition (default = null) — An optional transition object that determines how the animator will transition from the currently active animation state.
 
offset:Number (default = NaN)

setRenderState()method 
public function setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:int, vertexStreamOffset:int, camera:Camera3D):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.
 
camera:Camera3D

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 or state transition object.

Parameters

dt:Number