Packageaway3d.animators.data
Classpublic class SkeletonAnimationState
InheritanceSkeletonAnimationState Inheritance AnimationStateBase

SkeletonAnimationState defines the state for a given Mesh and SkeletonAnimation. The state consists of a skeleton pose.

See also

away3d.core.animation.skinned.SkinnedAnimation
Public Properties
 PropertyDefined by
 Inheritedanimation : 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
Protected Properties
 PropertyDefined by
 Inherited_animation : AnimationBase
AnimationStateBase
 Inherited_stateInvalid : Boolean
AnimationStateBase
Public Methods
 MethodDefined by
  
Creates a SkeletonAnimationState object.
SkeletonAnimationState
  
Clones the current object.
SkeletonAnimationState
  
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
Property detail
blendTreeproperty
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
globalInputproperty 
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
globalMatricesproperty 
globalMatrices:Vector  [read-only]

The chained raw data of the global pose matrices in row-major order.

Implementation
    public function get globalMatrices():Vector
globalPoseproperty 
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
numJointsproperty 
numJoints:uint  [read-only]

The amount of joints in the target skeleton.

Implementation
    public function get numJoints():uint
Constructor detail
SkeletonAnimationState()constructor
public function SkeletonAnimationState(animation:SkeletonAnimation)Parameters
animation:SkeletonAnimation — The animation object the state refers to.
Init Parameters
Method detail
clone()method
public override function clone():AnimationStateBase

Clones the current object.

Returns
AnimationStateBase — An exact duplicate of the current object.
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.

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
validateGlobalMatrices()method 
arcane function validateGlobalMatrices():void
Wiki link
Click to go to the wiki page for 'away3d.animators.data.SkeletonAnimationState'

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