@aidinabedi/playcanvas
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PlayCanvas WebGL game engine
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<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.Skeleton</h1>
<p><p>Represents a skeleton used to play animations.</p></p>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#animation">animation</a></td><td><p>Animation currently assigned to skeleton.</td>
</tr>
<tr>
<td><a href="#currentTime">currentTime</a></td><td><p>Current time of currently active animation in seconds.</td>
</tr>
<tr>
<td><a href="#looping">looping</a></td><td><p>Determines whether skeleton is looping its animation.</td>
</tr>
<tr>
<td><a href="#numNodes">numNodes</a></td><td><p>Read-only property that returns number of nodes of a skeleton.<span class='readonly'>[read only]</span></td>
</tr>
</table>
<!--methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#addTime">addTime</a></td><td><p>Progresses The animation assigned to The specified skeleton by The
supplied time delta.</td>
</tr>
<tr>
<td><a href="#blend">blend</a></td><td><p>Blends two skeletons together.</td>
</tr>
<tr>
<td><a href="#setGraph">setGraph</a></td><td><p>Links a skeleton to a node hierarchy.</td>
</tr>
<tr>
<td><a href="#updateGraph">updateGraph</a></td><td><p>Synchronizes the currently linked node hierarchy with the current state of the
skeleton.</td>
</tr>
</table>
<!--events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="Skeleton">
<h3 class="methodname">Skeleton(graph) <a class="font-icon" href="#Skeleton"></a></h3>
<p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>graph</td><td><a href="pc.GraphNode.html">pc.GraphNode</a></td><td><p>The root pc.GraphNode of the skeleton.</p></td>
</tr>
</table>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="animation">
<span class="property"><a href="pc.Animation.html">pc.Animation</a></span><span class="property">animation <a class="font-icon" href="#animation"></a></span>
<p><p>Animation currently assigned to skeleton.</p></p>
</div>
<div id="currentTime">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">currentTime <a class="font-icon" href="#currentTime"></a></span>
<p><p>Current time of currently active animation in seconds.
This value is between zero and the duration of the animation.</p></p>
</div>
<div id="looping">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">looping <a class="font-icon" href="#looping"></a></span>
<p><p>Determines whether skeleton is looping its animation.</p></p>
</div>
<div id="numNodes">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">numNodes <a class="font-icon" href="#numNodes"></a></span>
<p><p>Read-only property that returns number of nodes of a skeleton.</p><span class='readonly'>[read only]</span></p>
</div>
<!--methods-->
<h2>Methods</h2>
<div id="addTime">
<h3 class="methodname">addTime(delta) <a class="font-icon" href="#addTime"></a></h3>
<p><p>Progresses The animation assigned to The specified skeleton by The
supplied time delta. If the delta takes the animation passed its end point, if
the skeleton is set to loop, the animation will continue from the beginning.
Otherwise, the animation's current time will remain at its duration (i.e. the
end).</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>delta</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The time in seconds to progress the skeleton's animation.</p></td>
</tr>
</table>
</div>
<div id="blend">
<h3 class="methodname">blend(skel1, skel2, alpha) <a class="font-icon" href="#blend"></a></h3>
<p><p>Blends two skeletons together.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>skel1</td><td><a href="pc.Skeleton.html">pc.Skeleton</a></td><td><p>Skeleton holding the first pose to be blended.</p></td>
</tr>
<tr>
<td>skel2</td><td><a href="pc.Skeleton.html">pc.Skeleton</a></td><td><p>Skeleton holding the second pose to be blended.</p></td>
</tr>
<tr>
<td>alpha</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The value controlling the interpolation in relation to the two input
skeletons. The value is in the range 0 to 1, 0 generating skel1, 1 generating skel2 and anything
in between generating a spherical interpolation between the two.</p></td>
</tr>
</table>
</div>
<div id="setGraph">
<h3 class="methodname">setGraph(graph) <a class="font-icon" href="#setGraph"></a></h3>
<p><p>Links a skeleton to a node hierarchy. The nodes animated skeleton are
then subsequently used to drive the local transformation matrices of the node
hierarchy.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>graph</td><td><a href="pc.GraphNode.html">pc.GraphNode</a></td><td><p>The root node of the graph that the skeleton is to drive.</p></td>
</tr>
</table>
</div>
<div id="updateGraph">
<h3 class="methodname">updateGraph() <a class="font-icon" href="#updateGraph"></a></h3>
<p><p>Synchronizes the currently linked node hierarchy with the current state of the
skeleton. Internally, this function converts the interpolated keyframe at each node in the
skeleton into the local transformation matrix at each corresponding node in the linked node
hierarchy.</p></p>
</div>
<!--events-->
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