SkinnedAnimation defines an animation type that blends different skeletal poses into a final pose and transforms
the geometries' vertices along the skeleton. Each vertex is bound to a number of skeleton joints with a number of
weights, which define how the skeleton influences the vertex position.
away3d.core.animation.skeleton.Skeleton
away3d.core.animation.skeleton.Joint
jointsPerVertex:uint
[read-write]
The amount of joints that can be linked t oa vertex.
Implementation
public function get jointsPerVertex():uint
public function set jointsPerVertex(value:uint):void
numJoints:uint
[read-only]
The amount of joints in the skeleton.
Implementation
public function get numJoints():uint
skeleton:Skeleton
[read-write]
The skeleton that's used for this SkinnedAnimation instance.
Implementation
public function get skeleton():Skeleton
public function set skeleton(value:Skeleton):void
usesCPU:Boolean
[read-only]
Indicates whether or not the vertex transformation happens on CPU or GPU. Returns false if it cannot run on GPU,
due to too many joints or too many joints per vertex.
Implementation
public function get usesCPU():Boolean
public function SkeletonAnimation(skeleton:Skeleton, jointsPerVertex:uint = 4)
Parameters
| skeleton:Skeleton — The skeleton that's used for this SkinnedAnimation instance.
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| jointsPerVertex:uint (default = 4 ) — The amount of joints that can be linked to a vertex.
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Init Parameters
arcane override function createAnimationState():AnimationStateBase
Factory method which creates an animation state specific to this animation type.
Returns
| AnimationStateBase —
A concrete subtype of AnimationStateBase that is specific to the concrete subtype of AnimationStateBase
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arcane override function deactivate(context3D:Context3D, pass:MaterialPassBase):void
Clears the GPU render state that has been set by the current animation.
Parameters
| context3D:Context3D — The context which is currently performing the rendering.
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| pass:MaterialPassBase — The material pass which is currently used to render the geometry.
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arcane override function getAGALVertexCode(pass:MaterialPassBase):String
Generates the AGAL Vertex code for the animation, tailored to the material pass's requirements.
Parameters
| pass:MaterialPassBase — The MaterialPassBase object to whose vertex code the animation's code will be prepended.
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Returns
| String — The AGAL Vertex code that animates the vertex data.
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