AnimationSystem3D class final
Moves animation time on and places sockets: for every entity with an AnimationPlayerComponent and a ModelComponent, advances its clip (looping or holding at the end) and its crossfade; then moves each SocketComponent entity to its node in its parent's posed model.
The renderer draws the pose between the last two updates, so motion is
smooth at any frame rate. A socket's entity gets a previous pose too —
its node where the update began, on its parent as the renderer draws it
there — so it is drawn between the two, in the hand, not ahead of it.
Each parent is posed once an update, however many sockets it carries.
Added to the world by Graphics3D.
Constructors
- AnimationSystem3D(GraphicsModels models)
-
A system reading clip lengths and skeletons from
models.
Properties
- debugPoses ↔ int
-
How many times a socket parent has been posed, for tests.
getter/setter pair
- debugSocketParents → int
-
How many socket parents are posed for their sockets, for tests.
no setter
-
entities
→ Iterable<
Entity> -
Get all entities that match this system's requirements
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- isActive ↔ bool
-
Whether this system is active
getter/setter pairinherited
- models → GraphicsModels
-
Where models are loaded.
final
- priority ↔ int
-
Priority for system execution order (higher = earlier). Systems of
the same priority run in the order they were added.
getter/setter pairinherited
- profileName → String
-
What World.stats files this system's time under (
systemTimesMs).no setterinherited -
requiredComponents
→ List<
Type> -
Required component types for this system
no setteroverride
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- world ↔ World
-
World this system belongs to
getter/setter pairinherited
Methods
-
dispose(
) → void -
Dispose system resources
inherited
-
forEach(
void action(Entity entity)) → void -
Execute a function for each matching entity
inherited
-
initialize(
) → void -
Initialize the system
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onAddedToWorld(
) → void -
Called when system is added to world
inherited
-
onRemovedFromWorld(
) → void -
Called when system is removed from world
inherited
-
render(
Canvas canvas, Size size) → void -
Render the system (optional)
inherited
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
double deltaTime) → void -
Update the system
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited