Where a pose's joints are made to reach or to look, after its states and layers have posed it — the IK nodes of N1.
A goal is laid on what the graph made of the frame, in the pose's own
space — the model's, the one Pose.modelMatrices is in — so a game
puts its targets there: the world point it cares about, times the
inverse of the model's world matrix. weight moves when fadeTo says,
on the graph's steps, so a monster turns its head to you and away again
rather than snapping.
Properties
- fadingTo → double
-
Where weight is going: itself when still, else the fadeTo target —
what a caller asks before fading again, so the decision is read off
the goal, which a snapshot keeps, and not off a flag of its own.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- weight ↔ double
-
How much of the goal is laid on, nought to one.
getter/setter pair
Methods
-
apply(
AnimationPose pose) → void -
Lays this goal on
poseby weight; nothing at nought. -
fadeTo(
double target, {required Duration fade}) → void -
Moves weight to
targetoverfadeof steps; at once for none. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
restore(
Map< String, Object?> from) → void - Back to what save wrote.
-
save(
) → Map< String, Object?> - Its weight, where that is fading to, and what it reaches, looks at or stands on, for a graph's snapshot: a pose made again from a snapshot is made by these, and one made with last frame's would differ.
-
step(
double dt) → void -
Advances the fade by
dt; the graph's, once a step. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited