Package | away3d.animators |
Class | public class SkeletonAnimationSet |
Inheritance | SkeletonAnimationSet AnimationSetBase NamedAssetBase flash.events.EventDispatcher |
Implements | IAnimationSet |
See also
Property | Defined By | ||
---|---|---|---|
assetFullPath : Array [read-only] | NamedAssetBase | ||
assetNamespace : String [read-only] | NamedAssetBase | ||
assetType : String [read-only]
| AnimationSetBase | ||
jointsPerVertex : uint [read-only]
Returns the amount of skeleton joints that can be linked to a single vertex via skinned weight values. | SkeletonAnimationSet | ||
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 | ||
---|---|---|---|
SkeletonAnimationSet(jointsPerVertex:uint = 4)
Creates a new SkeletonAnimationSet object. | SkeletonAnimationSet | ||
SkeletonAnimationSet | |||
addState(stateName:String, animationState:IAnimationState):void [override]
Adds an animation state object to the aniamtion data set under the given name. | SkeletonAnimationSet | ||
assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | ||
SkeletonAnimationSet | |||
dispose():void
Cleans up any resources used by the current object. | AnimationSetBase | ||
getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Array, targetRegisters:Array):String | SkeletonAnimationSet | ||
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 |
jointsPerVertex | property |
jointsPerVertex:uint
[read-only] Returns the amount of skeleton joints that can be linked to a single vertex via skinned weight values. For GPU-base animation, the maximum allowed value is 4.
public function get jointsPerVertex():uint
SkeletonAnimationSet | () | Constructor |
public function SkeletonAnimationSet(jointsPerVertex:uint = 4)
Creates a new SkeletonAnimationSet
object.
jointsPerVertex:uint (default = 4 ) — Sets the amount of skeleton joints that can be linked to a single vertex via skinned weight values. For GPU-base animation, the maximum allowed value is 4. Defaults to 4.
|
activate | () | method |
public function activate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void
Parameters
stage3DProxy:Stage3DProxy | |
pass:MaterialPassBase |
addState | () | method |
override 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.
|
deactivate | () | method |
public function deactivate(stage3DProxy:Stage3DProxy, pass:MaterialPassBase):void
Parameters
stage3DProxy:Stage3DProxy | |
pass:MaterialPassBase |
getAGALVertexCode | () | method |
public function getAGALVertexCode(pass:MaterialPassBase, sourceRegisters:Array, targetRegisters:Array):String
Parameters
pass:MaterialPassBase | |
sourceRegisters:Array | |
targetRegisters:Array |
String |