Package | away3d.animators.data |
Class | public class SkeletonAnimationState |
Inheritance | SkeletonAnimationState AnimationStateBase |
See also
Property | Defined by | ||
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animation : AnimationBase
The animation on which this AnimationStateBase object is based.
| AnimationStateBase | ||
blendTree : SkeletonTreeNode
The local skeleton blend tree that will be used to generate the global pose.
| SkeletonAnimationState | ||
globalMatrices : Vector [read-only]
The chained raw data of the global pose matrices in row-major order.
| SkeletonAnimationState | ||
globalPose : SkeletonPose
The global skeleton pose used to transform the mesh's vertices.
| SkeletonAnimationState | ||
numJoints : uint [read-only]
The amount of joints in the target skeleton.
| SkeletonAnimationState |
Method | Defined by | ||
---|---|---|---|
Creates a SkeletonAnimationState object.
| SkeletonAnimationState | ||
Clones the current object.
| SkeletonAnimationState | ||
invalidateState():void
Invalidates the state, so it needs to be updated next time it is requested.
| SkeletonAnimationState | ||
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.
| SkeletonAnimationState |
blendTree | property |
blendTree:SkeletonTreeNode
[read-write]The local skeleton blend tree that will be used to generate the global pose.
Implementation public function get blendTree():SkeletonTreeNode
public function set blendTree(value:SkeletonTreeNode):void
globalInput | property |
globalInput:Boolean
[read-write]Defines whether or not to bypass the blend tree and allow setting the global skeleton pose directly. todo: remove, use post-processing effects for global position based... stuff.
Implementation arcane function get globalInput():Boolean
arcane function set globalInput(value:Boolean):void
globalMatrices | property |
globalMatrices:Vector
[read-only]The chained raw data of the global pose matrices in row-major order.
Implementation public function get globalMatrices():Vector
globalPose | property |
globalPose:SkeletonPose
[read-write]The global skeleton pose used to transform the mesh's vertices.
Implementation public function get globalPose():SkeletonPose
public function set globalPose(value:SkeletonPose):void
numJoints | property |
numJoints:uint
[read-only]The amount of joints in the target skeleton.
Implementation public function get numJoints():uint
SkeletonAnimationState | () | constructor |
public function SkeletonAnimationState(animation:SkeletonAnimation)
Parameters
animation:SkeletonAnimation — The animation object the state refers to.
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clone | () | method |
public override function clone():AnimationStateBase
Clones the current object.
ReturnsAnimationStateBase —
An exact duplicate of the current object.
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invalidateState | () | method |
public override function invalidateState():void
Invalidates the state, so it needs to be updated next time it is requested.
setRenderState | () | method |
public override 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.
Parameterscontext: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 |
validateGlobalMatrices | () | method |
arcane function validateGlobalMatrices():void