📄 MorphAnimMesh.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 1 |
📦 Imports | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/misc/MorphAnimMesh.js
📦 Imports¶
Name | Source |
---|---|
AnimationClip |
three |
AnimationMixer |
three |
Mesh |
three |
Functions¶
MorphAnimMesh.setDirectionForward(): void
¶
JSDoc:
Returns: void
MorphAnimMesh.setDirectionBackward(): void
¶
JSDoc:
Returns: void
MorphAnimMesh.playAnimation(label: string, fps: number): void
¶
JSDoc:
/**
* Plays the defined animation clip. The implementation assumes the animation
* clips are stored in {@link Object3D#animations} or the geometry.
*
* @param {string} label - The name of the animation clip.
* @param {number} fps - The FPS of the animation clip.
*/
Parameters:
label
string
fps
number
Returns: void
Calls:
this.activeAction.stop
AnimationClip.findByName
this.mixer.clipAction
action.play
Code
playAnimation( label, fps ) {
if ( this.activeAction ) {
this.activeAction.stop();
this.activeAction = null;
}
const clip = AnimationClip.findByName( this, label );
if ( clip ) {
const action = this.mixer.clipAction( clip );
action.timeScale = ( clip.tracks.length * fps ) / clip.duration;
this.activeAction = action.play();
} else {
throw new Error( 'THREE.MorphAnimMesh: animations[' + label + '] undefined in .playAnimation()' );
}
}
MorphAnimMesh.updateAnimation(delta: number): void
¶
JSDoc:
/**
* Updates the animations of the mesh. Must be called inside the animation loop.
*
* @param {number} delta - The delta time in seconds.
*/
Parameters:
delta
number
Returns: void
Calls:
this.mixer.update
MorphAnimMesh.copy(source: any, recursive: any): this
¶
Parameters:
source
any
recursive
any
Returns: this
Calls:
super.copy
Code
Classes¶
MorphAnimMesh
¶
Class Code
class MorphAnimMesh extends Mesh {
/**
* Constructs a new morph anim mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
*/
constructor( geometry, material ) {
super( geometry, material );
this.type = 'MorphAnimMesh';
/**
* The internal animation mixer.
*
* @type {AnimationMixer}
*/
this.mixer = new AnimationMixer( this );
/**
* The current active animation action.
*
* @type {?AnimationAction}
* @default null
*/
this.activeAction = null;
}
/**
* Sets the animation playback direction to "forward".
*/
setDirectionForward() {
this.mixer.timeScale = 1.0;
}
/**
* Sets the animation playback direction to "backward".
*/
setDirectionBackward() {
this.mixer.timeScale = - 1.0;
}
/**
* Plays the defined animation clip. The implementation assumes the animation
* clips are stored in {@link Object3D#animations} or the geometry.
*
* @param {string} label - The name of the animation clip.
* @param {number} fps - The FPS of the animation clip.
*/
playAnimation( label, fps ) {
if ( this.activeAction ) {
this.activeAction.stop();
this.activeAction = null;
}
const clip = AnimationClip.findByName( this, label );
if ( clip ) {
const action = this.mixer.clipAction( clip );
action.timeScale = ( clip.tracks.length * fps ) / clip.duration;
this.activeAction = action.play();
} else {
throw new Error( 'THREE.MorphAnimMesh: animations[' + label + '] undefined in .playAnimation()' );
}
}
/**
* Updates the animations of the mesh. Must be called inside the animation loop.
*
* @param {number} delta - The delta time in seconds.
*/
updateAnimation( delta ) {
this.mixer.update( delta );
}
copy( source, recursive ) {
super.copy( source, recursive );
this.mixer = new AnimationMixer( this );
return this;
}
}
Methods¶
setDirectionForward(): void
¶
setDirectionBackward(): void
¶
playAnimation(label: string, fps: number): void
¶
Code
playAnimation( label, fps ) {
if ( this.activeAction ) {
this.activeAction.stop();
this.activeAction = null;
}
const clip = AnimationClip.findByName( this, label );
if ( clip ) {
const action = this.mixer.clipAction( clip );
action.timeScale = ( clip.tracks.length * fps ) / clip.duration;
this.activeAction = action.play();
} else {
throw new Error( 'THREE.MorphAnimMesh: animations[' + label + '] undefined in .playAnimation()' );
}
}