Player
-
class
Animation.Player()
Properties
-
Animation.Player.loop - loop: number
The number of times the animation will repeat. Set to [[LoopIndefinitely]] to repeat indefinitely. Default is 0
-
Animation.Player.nodeIdOffset - nodeIdOffset: number
A base offset value which will be applied to all node identifiers in the animation attached to this player. This is useful to play an authored animation for a model that has been loaded into the scene after initial startup. In this situation the authored node identifiers in the animation may not match up with the runtime node identifiers in the current scene. The [[Model.getNodeIdOffset]] function can be used on the loaded model’s root node to retrieve the correct offset value.
-
Animation.Player.onComplete - onComplete: (None | () => void)
Callback function to be called when the animation is complete. Will not be triggered if the player is looping.
-
Animation.Player.speed - speed: number
Scale value to be applied to animation time.
-
Animation.Player.LoopIndefinitely static readonly
LoopIndefinitely: -1If loop is set to LoopIndefinitely, the animation will play repeatedly.
Methods
-
Animation.Player.evaluate() - evaluate(time: number, out:
BatchedValues):BatchedValuesCalculate the values for each channel of the associated [[Animation]] at the given time.
Parameters
time: number
The time at which to evaluate the animation.out:
BatchedValuesStorage for the evaluated values. If supplied, this object will be returned instead of a new [[BatchedValues]] object. This allows values gathered from multiple players to be combined into one batch.Returns:
BatchedValues
-
Animation.Player.getAnimationTime() - getAnimationTime(): number
Gets the current time in seconds of the entire animation.
Returns: number
-
Animation.Player.getCurrentTime() - getCurrentTime(): number
Gets the current time in seconds that the animation has been playing.
Returns: number
-
Animation.Player.getState() - getState():
PlayerStateGets the current animation state.
Returns:
PlayerState
-
Animation.Player.pause() - pause(): void
Pauses animation playback.
Returns: void
-
Animation.Player.play() - play(): void
Starts playing the animation.
Returns: void
-
Animation.Player.reload() - reload(): void
Updates internal state of animation player.
Call this method after any part of the underlying animation has been updated.
Returns: void
-
Animation.Player.setChannelEnabled() - setChannelEnabled(channel: (
NodeChannel|CameraChannel), enabled: boolean): voidSets the enabled state for a channel in this players animation. All channels are enabled by default when a player is created. A channel that has been disabled will not have its value interpolated by the system until it is re-enabled
Parameters
channel: (
NodeChannel|CameraChannel)a channel from the underlying animationenabled: boolean
boolean value indicating whether the channel should be enabled.Returns: void
-
Animation.Player.setTime() - setTime(time: number): void
Sets the current animation time.
Parameters
time: number
time in millisecondsReturns: void
-
Animation.Player.stop() - stop(): void
Stops animation playback and resets the current time to 0.
Returns: void