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.
protected var _animation:AnimationBase
animation:AnimationBase
[read-only]
The animation on which this AnimationStateBase object is based.
Implementation
public function get animation():AnimationBase
protected var _stateInvalid:Boolean
public function AnimationStateBase(animation:AnimationBase)
Parameters
| animation:AnimationBase — The animation on which this AnimationStateBase object is based.
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Init Parameters
public function clone():AnimationStateBase
Clones the current object.
Returns
public function invalidateState():void
Invalidates the state, so it needs to be updated next time it is requested.
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.
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| contextIndex:uint — The material pass which is currently used to render the geometry.
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| pass:MaterialPassBase — The object currently being rendered.
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| renderable:IRenderable |