public class AnimationControllerHack
extends com.badlogic.gdx.graphics.g3d.utils.AnimationController
AnimationController hack to run morph targets animations| Modifier and Type | Class and Description |
|---|---|
static class |
AnimationControllerHack.Transform |
| Modifier and Type | Field and Description |
|---|---|
boolean |
calculateTransforms |
| Constructor and Description |
|---|
AnimationControllerHack(com.badlogic.gdx.graphics.g3d.ModelInstance target) |
| Modifier and Type | Method and Description |
|---|---|
protected void |
apply(com.badlogic.gdx.graphics.g3d.model.Animation animation,
float time,
float weight)
|
protected void |
applyAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation,
float time)
Apply a single animation to the
ModelInstance and update the it to reflect the changes. |
protected static void |
applyAnimationPlus(com.badlogic.gdx.utils.ObjectMap<com.badlogic.gdx.graphics.g3d.model.Node,AnimationControllerHack.Transform> out,
com.badlogic.gdx.utils.Pool<AnimationControllerHack.Transform> pool,
float alpha,
com.badlogic.gdx.graphics.g3d.model.Animation animation,
float time)
Helper method to apply one animation to either an objectmap for blending or directly to the bones.
|
protected void |
applyAnimations(com.badlogic.gdx.graphics.g3d.model.Animation anim1,
float time1,
com.badlogic.gdx.graphics.g3d.model.Animation anim2,
float time2,
float weight)
Apply two animations, blending the second onto to first using weight.
|
protected void |
begin()
Begin applying multiple animations to the instance, must followed by one or more calls to {
apply(Animation, float, float) and finally {end(). |
protected void |
end()
End applying multiple animations to the instance and update it to reflect the changes.
|
void |
setAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation) |
void |
setAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation,
int loopCount) |
void |
setAnimationDesc(com.badlogic.gdx.graphics.g3d.utils.AnimationController.AnimationDesc anim) |
action, action, action, action, animate, animate, animate, animate, animate, animate, animate, queue, queue, queue, queue, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, updatepublic AnimationControllerHack(com.badlogic.gdx.graphics.g3d.ModelInstance target)
protected void begin()
apply(Animation, float, float) and finally {end().begin in class com.badlogic.gdx.graphics.g3d.utils.BaseAnimationControllerprotected void apply(com.badlogic.gdx.graphics.g3d.model.Animation animation,
float time,
float weight)
apply in class com.badlogic.gdx.graphics.g3d.utils.BaseAnimationControllerweight - The blend weight of this animation relative to the previous applied animations.protected void end()
end in class com.badlogic.gdx.graphics.g3d.utils.BaseAnimationControllerprotected void applyAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation,
float time)
ModelInstance and update the it to reflect the changes.applyAnimation in class com.badlogic.gdx.graphics.g3d.utils.BaseAnimationControllerprotected void applyAnimations(com.badlogic.gdx.graphics.g3d.model.Animation anim1,
float time1,
com.badlogic.gdx.graphics.g3d.model.Animation anim2,
float time2,
float weight)
applyAnimations in class com.badlogic.gdx.graphics.g3d.utils.BaseAnimationControllerprotected static void applyAnimationPlus(com.badlogic.gdx.utils.ObjectMap<com.badlogic.gdx.graphics.g3d.model.Node,AnimationControllerHack.Transform> out, com.badlogic.gdx.utils.Pool<AnimationControllerHack.Transform> pool, float alpha, com.badlogic.gdx.graphics.g3d.model.Animation animation, float time)
public void setAnimationDesc(com.badlogic.gdx.graphics.g3d.utils.AnimationController.AnimationDesc anim)
public void setAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation)
public void setAnimation(com.badlogic.gdx.graphics.g3d.model.Animation animation,
int loopCount)
animation - animation to playloopCount - loop count : 0 paused, -1 infinite, n for n loops