Package | away3d.animators |
Class | public class AnimationSetBase |
Inheritance | AnimationSetBase NamedAssetBase flash.events.EventDispatcher |
Implements | IAsset |
Subclasses | SkeletonAnimationSet, UVAnimationSet, VertexAnimationSet |
See also
Property | Defined By | ||
---|---|---|---|
assetFullPath : Array [read-only] | NamedAssetBase | ||
assetNamespace : String [read-only] | NamedAssetBase | ||
assetType : String [read-only]
| AnimationSetBase | ||
name : String | NamedAssetBase | ||
originalName : String [read-only]
The original name used for this asset in the resource (e.g. | NamedAssetBase | ||
states : Vector.<IAnimationState> [read-only]
Returns a vector of animation state objects that make up the contents of the animation data set. | AnimationSetBase | ||
usesCPU : Boolean [read-only]
Indicates whether the properties of the animation data contained within the set combined with
the vertex registers aslready in use on shading materials allows the animation data to utilise
GPU calls. | AnimationSetBase |
Method | Defined By | ||
---|---|---|---|
addState(stateName:String, animationState:IAnimationState):void
Adds an animation state object to the aniamtion data set under the given name. | AnimationSetBase | ||
assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | ||
dispose():void
Cleans up any resources used by the current object. | AnimationSetBase | ||
getState(stateName:String):IAnimationState
Retrieves the animation state object registered in the animation data set under the given name. | AnimationSetBase | ||
hasState(stateName:String):Boolean
Check to determine whether a state is registered in the animation set under the given name. | AnimationSetBase | ||
resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void | NamedAssetBase |
Method | Defined By | ||
---|---|---|---|
findTempReg(exclude:Array, excludeAnother:String = null):String
Retrieves a temporary GPU register that's still free. | AnimationSetBase |
_usesCPU | property |
arcane var _usesCPU:Boolean
assetType | property |
assetType:String
[read-only]
public function get assetType():String
states | property |
states:Vector.<IAnimationState>
[read-only] Returns a vector of animation state objects that make up the contents of the animation data set.
public function get states():Vector.<IAnimationState>
usesCPU | property |
usesCPU:Boolean
[read-only] Indicates whether the properties of the animation data contained within the set combined with the vertex registers aslready in use on shading materials allows the animation data to utilise GPU calls.
public function get usesCPU():Boolean
addState | () | method |
public function addState(stateName:String, animationState:IAnimationState):void
Adds an animation state object to the aniamtion data set under the given name.
Parameters
stateName:String — The name under which the animation state object will be stored.
| |
animationState:IAnimationState — The animation state object to be staored in the set.
|
dispose | () | method |
public function dispose():void
Cleans up any resources used by the current object.
findTempReg | () | method |
protected function findTempReg(exclude:Array, excludeAnother:String = null):String
Retrieves a temporary GPU register that's still free.
Parameters
exclude:Array — An array of non-free temporary registers.
| |
excludeAnother:String (default = null ) — An additional register that's not free.
|
String — A temporary register that can be used.
|
getState | () | method |
public function getState(stateName:String):IAnimationState
Retrieves the animation state object registered in the animation data set under the given name.
Parameters
stateName:String — The name of the animation state object to be retrieved.
|
IAnimationState |
hasState | () | method |
public function hasState(stateName:String):Boolean
Check to determine whether a state is registered in the animation set under the given name.
Parameters
stateName:String — The name of the animation state object to be checked.
|
Boolean |