Class AnimationControllerHack
java.lang.Object
gaiasky.util.gdx.model.BaseIntAnimationController
gaiasky.util.gdx.model.IntAnimationController
gaiasky.util.gdx.model.gltf.scene3d.animation.AnimationControllerHack
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Nested Class Summary
Nested ClassesNested classes/interfaces inherited from class IntAnimationController
IntAnimationController.AnimationDesc, IntAnimationController.AnimationListener -
Field Summary
FieldsFields inherited from class IntAnimationController
allowSameAnimation, animationPool, current, inAction, paused, previous, queued, queuedTransitionTime, transitionCurrentTime, transitionTargetTimeFields inherited from class BaseIntAnimationController
target -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionprotected voidapply(IntAnimation animation, float time, float weight) protected voidapplyAnimation(IntAnimation animation, float time) Apply a single animation to theModelInstanceand update the it to reflect the changes.protected static voidapplyAnimationPlus(com.badlogic.gdx.utils.ObjectMap<IntNode, AnimationControllerHack.Transform> out, com.badlogic.gdx.utils.Pool<AnimationControllerHack.Transform> pool, float alpha, IntAnimation animation, float time) Helper method to apply one animation to either an object map for blending or directly to the bones.protected voidapplyAnimations(IntAnimation anim1, float time1, IntAnimation anim2, float time2, float weight) Apply two animations, blending the second onto to first using weight.protected voidbegin()Begin applying multiple animations to the instance, must followed by one or more calls to {apply(IntAnimation, float, float)and finally {end().protected voidend()End applying multiple animations to the instance and update it to reflect the changes.voidsetAnimation(IntAnimation animation) voidsetAnimation(IntAnimation animation, int loopCount) voidMethods inherited from class IntAnimationController
action, action, action, action, animate, animate, animate, animate, animate, animate, animate, queue, queue, queue, queue, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, setAnimation, updateMethods inherited from class BaseIntAnimationController
applyAnimation, removeAnimation
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Field Details
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calculateTransforms
public boolean calculateTransforms
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Constructor Details
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AnimationControllerHack
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Method Details
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begin
protected void begin()Begin applying multiple animations to the instance, must followed by one or more calls to {apply(IntAnimation, float, float)and finally {end().- Overrides:
beginin classBaseIntAnimationController
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apply
- Overrides:
applyin classBaseIntAnimationController- Parameters:
weight- The blend weight of this animation relative to the previous applied animations.
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end
protected void end()End applying multiple animations to the instance and update it to reflect the changes.- Overrides:
endin classBaseIntAnimationController
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applyAnimation
Apply a single animation to theModelInstanceand update the it to reflect the changes.- Overrides:
applyAnimationin classBaseIntAnimationController
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applyAnimations
protected void applyAnimations(IntAnimation anim1, float time1, IntAnimation anim2, float time2, float weight) Apply two animations, blending the second onto to first using weight.- Overrides:
applyAnimationsin classBaseIntAnimationController
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applyAnimationPlus
protected static void applyAnimationPlus(com.badlogic.gdx.utils.ObjectMap<IntNode, AnimationControllerHack.Transform> out, com.badlogic.gdx.utils.Pool<AnimationControllerHack.Transform> pool, float alpha, IntAnimation animation, float time) Helper method to apply one animation to either an object map for blending or directly to the bones. -
setAnimationDesc
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setAnimation
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setAnimation
- Parameters:
animation- animation to playloopCount- loop count : 0 paused, -1 infinite, n for n loops
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