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animouse

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lightweight animation state machine for three js

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/** * Defines events related to a blend state and its internal AnimationActions. * * - ENTER and EXIT describe when the blend state itself becomes active or inactive in the state machine. * - PLAY, STOP, ITERATE, and FINISH describe the lifecycle of individual AnimationActions inside this blend state. */ export declare enum AnimationStateEvent { /** * Fired when the blend state itself becomes active. * Indicates that a transition into this state has started. */ ENTER = "enter", /** * Fired when the blend state itself becomes inactive. * Indicates that a transition away from this state has started. */ EXIT = "exit", /** * Fired when an individual AnimationAction inside this blend state starts playing. * For example, when a walk or run action becomes active due to weights. */ PLAY = "play", /** * Fired when an individual AnimationAction inside this blend state stops playing. * For example, when a walk or run action stops as its weights reach zero. */ STOP = "stop", /** * Fired when an individual AnimationAction inside this blend state completes one full loop. * Fires every cycle for looping actions (LoopRepeat, LoopPingPong). */ ITERATE = "iterate", /** * Fired when an individual AnimationAction inside this blend state reaches its natural end. * This applies to non-looping actions (LoopOnce) that finish playing completely. */ FINISH = "finish" }