@awayjs/graphics
Version:
AwayJS graphics classes
47 lines • 1.96 kB
TypeScript
import { IElements, ShaderBase, _Render_RenderableBase } from '@awayjs/renderer';
import { _Render_Shape } from '../renderables/Shape';
import { IAnimationTransition } from './transitions/IAnimationTransition';
import { AnimatorBase } from './AnimatorBase';
import { VertexAnimationSet } from './VertexAnimationSet';
/**
* Provides an interface for assigning vertex-based animation data sets to entity-based entity objects
* and controlling the various available states of animation through an interative playhead that can be
* automatically updated or manually triggered.
*/
export declare class VertexAnimator extends AnimatorBase {
private _vertexAnimationSet;
private _poses;
private _weights;
private _activeVertexState;
/**
* Creates a new <code>VertexAnimator</code> object.
*
* @param vertexAnimationSet The animation data set containing the vertex animations used by the animator.
*/
constructor(vertexAnimationSet: VertexAnimationSet);
/**
* @inheritDoc
*/
clone(): AnimatorBase;
/**
* Plays a sequence with a given name. If the sequence is not found, it may not be loaded yet, and it will retry every frame.
* @param sequenceName The name of the clip to be played.
*/
play(name: string, transition?: IAnimationTransition, offset?: number): void;
/**
* @inheritDoc
*/
_pUpdateDeltaTime(dt: number): void;
/**
* @inheritDoc
*/
setRenderState(shader: ShaderBase, renderable: _Render_Shape): void;
private setNullPose;
/**
* Verifies if the animation will be used on cpu. Needs to be true for all passes for a material to be able to use it on gpu.
* Needs to be called if gpu code is potentially required.
*/
testGPUCompatibility(shader: ShaderBase): void;
getRenderableElements(renderState: _Render_RenderableBase, sourceElements: IElements): IElements;
}
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