Class AssetAnimation
Stores the animation skeleton/bones, stores the animations poses, and makes this information accessible to gameobjects
Inherits from
-
(base class)Object
Constructors
Name | Description |
---|---|
this
|
Create the assetanimation, parsing all of the animation data |
Properties
Name | Type | Description |
---|---|---|
animationSet
[get]
|
AssetAnimation. |
|
isUsed
[get]
|
bool |
|
numberOfBones
[get]
|
int |
|
animationSet
[set]
|
AssetAnimation. |
|
numberOfBones
[set]
|
int |
Methods
Name | Description |
---|---|
addAnimationSet
|
|
addPoses
|
|
assignAnimationData
|
Access the animation channels to find a match with the bone, then store its animation data
|
convertAIMatrix
|
Converts an aiMatrix to a mat4
|
convertQuat
|
Converts a aiQuatKey[] to quat[]. |
convertVectorArray
|
Converts a aiVectorKey[] to vec3[]. |
fillTransforms
|
Recurse the bone hierarchy, filling up the bone transforms along the way
|
findBoneWithName
|
Get a bone number by matching name bones in mesh
|
getComponent
|
Returns the animation as an addible component. |
getTransformsAtTime
|
Called by gameobject animation components to get an animation pose |
makeBonesFromHierarchy
|
Recurse the node hierarchy, parsing it into a usable bone hierarchy |
shutdown
|
Shutdown the animation bone/pose data |
Inner classes
Name | Description |
---|---|
Bone
|
A bone in the animation, storing everything it needs |
BonePose
|
All the bone transforms/rotations/scales for a sc |
Inner structs
Name | Description |
---|---|
AnimationSet
|
A single animation track, storing its bones and poses |