AnimationGoal class abstract final

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 pose by weight; nothing at nought.
fadeTo(double target, {required Duration fade}) → void
Moves weight to target over fade of 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