Package | away3d.animators.nodes |
Class | public class SkeletonClipNode |
Inheritance | SkeletonClipNode AnimationClipNodeBase AnimationNodeBase NamedAssetBase flash.events.EventDispatcher |
Implements | ISkeletonAnimationNode |
Property | Defined By | ||
---|---|---|---|
assetFullPath : Array [read-only] | NamedAssetBase | ||
assetNamespace : String [read-only] | NamedAssetBase | ||
assetType : String [read-only]
| AnimationNodeBase | ||
blendWeight : Number [read-only]
Returns a fractional value between 0 and 1 representing the blending ratio of the current playhead position
between the current frame (0) and next frame (1) of the animation. | AnimationClipNodeBase | ||
currentFrame : uint [read-only]
Returns the current frame of animation in the clip based on the internal playhead position. | AnimationClipNodeBase | ||
currentPose : SkeletonPose [read-only]
Returns the current skeleton pose frame of animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
durations : Vector.<uint> [read-only]
Returns a vector of time values representing the duration (in milliseconds) of each animation frame in the clip. | AnimationClipNodeBase | ||
fixedFrameRate : Boolean = true | AnimationClipNodeBase | ||
frames : Vector.<SkeletonPose> [read-only]
Returns a vector of skeleton poses representing the pose of each animation frame in the clip. | SkeletonClipNode | ||
highQuality : Boolean = false
Determines whether to use SLERP equations (true) or LERP equations (false) in the calculation
of the output skeleton pose. | SkeletonClipNode | ||
looping : Boolean
Determines whether the contents of the animation node have looping characteristics enabled. | AnimationNodeBase | ||
name : String | NamedAssetBase | ||
nextFrame : uint [read-only]
Returns the next frame of animation in the clip based on the internal playhead position. | AnimationClipNodeBase | ||
nextPose : SkeletonPose [read-only]
Returns the next skeleton pose frame of animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
originalName : String [read-only]
The original name used for this asset in the resource (e.g. | NamedAssetBase | ||
rootDelta : Vector3D [read-only]
Returns a 3d vector representing the translation delta of the animating entity for the current timestep of animation
| AnimationNodeBase | ||
stitchFinalFrame : Boolean
Defines if looping content blends the final frame of animation data with the first (true) or works on the
assumption that both first and last frames are identical (false). | AnimationClipNodeBase |
Method | Defined By | ||
---|---|---|---|
Creates a new SkeletonClipNode object. | SkeletonClipNode | ||
addFrame(skeletonPose:SkeletonPose, duration:uint):void
Adds a skeleton pose frame to the internal timeline of the animation node. | SkeletonClipNode | ||
assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | ||
dispose():void
Cleans up resources used by this asset. | AnimationNodeBase | ||
Returns the current skeleton pose of the animation in the clip based on the internal playhead position. | SkeletonClipNode | ||
reset(time:int):void
Resets the configuration of the node to its default state. | AnimationNodeBase | ||
resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void | NamedAssetBase | ||
update(time:int):void
Updates the configuration of the node to its current state. | AnimationNodeBase |
Method | Defined By | ||
---|---|---|---|
updateFrames():void [override]
Updates the nodes internal playhead to determine the current and next animation frame, and the blendWeight between the two. | SkeletonClipNode | ||
updateLooping():void [override]
Updates the node's looping state
| AnimationClipNodeBase | ||
updateRootDelta():void [override]
Updates the node's root delta position
| SkeletonClipNode | ||
updateSkeletonPose(skeleton:Skeleton):void
Updates the output skeleton pose of the node based on the internal playhead position. | SkeletonClipNode | ||
updateStitch():void [override]
Updates the node's final frame stitch state. | SkeletonClipNode | ||
updateTime(time:int):void [override]
Updates the node's internal playhead position. | SkeletonClipNode |
currentPose | property |
currentPose:SkeletonPose
[read-only] Returns the current skeleton pose frame of animation in the clip based on the internal playhead position.
public function get currentPose():SkeletonPose
frames | property |
frames:Vector.<SkeletonPose>
[read-only] Returns a vector of skeleton poses representing the pose of each animation frame in the clip.
public function get frames():Vector.<SkeletonPose>
highQuality | property |
public var highQuality:Boolean = false
Determines whether to use SLERP equations (true) or LERP equations (false) in the calculation of the output skeleton pose. Defaults to false.
nextPose | property |
nextPose:SkeletonPose
[read-only] Returns the next skeleton pose frame of animation in the clip based on the internal playhead position.
public function get nextPose():SkeletonPose
SkeletonClipNode | () | Constructor |
public function SkeletonClipNode()
Creates a new SkeletonClipNode
object.
addFrame | () | method |
public function addFrame(skeletonPose:SkeletonPose, duration:uint):void
Adds a skeleton pose frame to the internal timeline of the animation node.
Parameters
skeletonPose:SkeletonPose — The skeleton pose object to add to the timeline of the node.
| |
duration:uint — The specified duration of the frame in milliseconds.
|
getSkeletonPose | () | method |
public function getSkeletonPose(skeleton:Skeleton):SkeletonPose
Returns the current skeleton pose of the animation in the clip based on the internal playhead position.
Parameters
skeleton:Skeleton |
SkeletonPose |
updateFrames | () | method |
override protected function updateFrames():void
Updates the nodes internal playhead to determine the current and next animation frame, and the blendWeight between the two.
updateRootDelta | () | method |
override protected function updateRootDelta():void
Updates the node's root delta position
updateSkeletonPose | () | method |
protected function updateSkeletonPose(skeleton:Skeleton):void
Updates the output skeleton pose of the node based on the internal playhead position.
Parameters
skeleton:Skeleton — The skeleton used by the animator requesting the ouput pose.
|
updateStitch | () | method |
override protected function updateStitch():void
Updates the node's final frame stitch state.
updateTime | () | method |
override protected function updateTime(time:int):void
Updates the node's internal playhead position.
Parameters
time:int — The local time (in milliseconds) of the node's playhead position.
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