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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { AnimTrack } from './anim-track.js' * @import { EventHandler } from '../../../core/event-handler.js' */ /** * AnimClip wraps the running state of an animation track. It contains and update the animation * 'cursor' and performs looping logic. * * @ignore */ export class AnimClip { static eventFrame: { start: number; end: number; residual: number; }; /** * Create a new animation clip. * * @param {AnimTrack} track - The animation data. * @param {number} time - The initial time of the clip. * @param {number} speed - Speed of the animation playback. * @param {boolean} playing - true if the clip is playing and false otherwise. * @param {boolean} loop - Whether the clip should loop. * @param {EventHandler} [eventHandler] - The handler to call when an event is fired by the clip. */ constructor(track: AnimTrack, time: number, speed: number, playing: boolean, loop: boolean, eventHandler?: EventHandler); _name: string; _track: AnimTrack; _snapshot: AnimSnapshot; _playing: boolean; _time: number; _speed: number; _loop: boolean; _blendWeight: number; _blendOrder: number; _eventHandler: EventHandler; set name(name: string); get name(): string; set track(track: AnimTrack); get track(): AnimTrack; get snapshot(): AnimSnapshot; set time(time: number); get time(): number; set speed(speed: number); get speed(): number; set loop(loop: boolean); get loop(): boolean; set blendWeight(blendWeight: number); get blendWeight(): number; set blendOrder(blendOrder: number); get blendOrder(): number; set eventCursor(value: any); get eventCursor(): any; _eventCursor: any; get eventCursorEnd(): number; get nextEvent(): any; get isReverse(): boolean; nextEventAheadOfTime(time: any): boolean; nextEventBehindTime(time: any): boolean; resetEventCursor(): void; moveEventCursor(): void; clipFrameTime(frameEndTime: any): void; alignCursorToCurrentTime(): void; fireNextEvent(): void; fireNextEventInFrame(frameStartTime: any, frameEndTime: any): boolean; activeEventsForFrame(frameStartTime: any, frameEndTime: any): void; progressForTime(time: any): number; _update(deltaTime: any): void; play(): void; stop(): void; pause(): void; resume(): void; reset(): void; } import type { AnimTrack } from './anim-track.js'; import { AnimSnapshot } from './anim-snapshot.js'; import type { EventHandler } from '../../../core/event-handler.js';