Packageaway3d.animators.data
Classpublic class AnimationStateBase
SubclassesSkeletonAnimationState, VertexAnimationState

AnimationStateBase provides an abstract base class for all animation states. This defines the actual state of the animation data (such as the matrices to be used for skinning) for an entire Mesh. The AnimationController is the class that inputs the values.

Public Properties
 PropertyDefined by
  animation : AnimationBase
[read-only] The animation on which this AnimationStateBase object is based.
AnimationStateBase
Protected Properties
 PropertyDefined by
  _animation : AnimationBase
AnimationStateBase
  _stateInvalid : Boolean
AnimationStateBase
Public Methods
 MethodDefined by
  
Creates a new AnimationStateBase object
AnimationStateBase
  
Clones the current object.
AnimationStateBase
  
Invalidates the state, so it needs to be updated next time it is requested.
AnimationStateBase
  
setRenderState(context:Context3D, contextIndex:uint, pass:MaterialPassBase, renderable:IRenderable):void
Sets the GPU render state required by the animation that is dependent of the rendered object.
AnimationStateBase
Property detail
_animationproperty
protected var _animation:AnimationBase
animationproperty 
animation:AnimationBase  [read-only]

The animation on which this AnimationStateBase object is based.

Implementation
    public function get animation():AnimationBase
_stateInvalidproperty 
protected var _stateInvalid:Boolean
Constructor detail
AnimationStateBase()constructor
public function AnimationStateBase(animation:AnimationBase)Parameters
animation:AnimationBase — The animation on which this AnimationStateBase object is based.
Init Parameters
Method detail
clone()method
public function clone():AnimationStateBase

Clones the current object.

Returns
AnimationStateBase — An exact duplicate of the current object.
invalidateState()method 
public function invalidateState():void

Invalidates the state, so it needs to be updated next time it is requested.

setRenderState()method 
public function setRenderState(context:Context3D, contextIndex:uint, pass:MaterialPassBase, renderable:IRenderable):void

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

Parameters
context:Context3D — The context which is currently performing the rendering.
 
contextIndex:uint — The material pass which is currently used to render the geometry.
 
pass:MaterialPassBase — The object currently being rendered.
 
renderable:IRenderable
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