Package | Description |
---|---|
com.badlogic.gdx.graphics.g3d | |
com.badlogic.gdx.graphics.g3d.utils |
Modifier and Type | Field and Description |
---|---|
Array<Animation> |
Model.animations
animations of the model, modifying node transformations
|
Array<Animation> |
ModelInstance.animations
animations of the model, modifying node transformations
|
Modifier and Type | Method and Description |
---|---|
Animation |
Model.getAnimation(java.lang.String id) |
Animation |
ModelInstance.getAnimation(java.lang.String id) |
Animation |
Model.getAnimation(java.lang.String id,
boolean ignoreCase) |
Animation |
ModelInstance.getAnimation(java.lang.String id,
boolean ignoreCase) |
Modifier and Type | Field and Description |
---|---|
Animation |
AnimationController.AnimationDesc.animation
The animation to be applied.
|
Modifier and Type | Method and Description |
---|---|
protected AnimationController.AnimationDesc |
AnimationController.action(Animation anim,
int loopCount,
float speed,
AnimationController.AnimationListener listener,
float transitionTime)
Apply an action animation on top of the current animation.
|
protected AnimationController.AnimationDesc |
AnimationController.animate(Animation anim,
int loopCount,
float speed,
AnimationController.AnimationListener listener,
float transitionTime)
Changes the current animation by blending the new on top of the old during the transition time.
|
protected void |
BaseAnimationController.apply(Animation animation,
float time,
float weight)
Apply an animation, must be called between {
BaseAnimationController.begin() and {BaseAnimationController.end() . |
protected void |
BaseAnimationController.applyAnimation(Animation animation,
float time)
Apply a single animation to the
ModelInstance and update the it to reflect the changes. |
protected static void |
BaseAnimationController.applyAnimation(ObjectMap<Node,BaseAnimationController.Transform> out,
Pool<BaseAnimationController.Transform> pool,
float alpha,
Animation animation,
float time)
Helper method to apply one animation to either an objectmap for blending or directly to the bones.
|
protected void |
BaseAnimationController.applyAnimations(Animation anim1,
float time1,
Animation anim2,
float time2,
float weight)
Apply two animations, blending the second onto to first using weight.
|
protected AnimationController.AnimationDesc |
AnimationController.queue(Animation anim,
int loopCount,
float speed,
AnimationController.AnimationListener listener,
float transitionTime)
Queue an animation to be applied when the current is finished.
|
protected void |
BaseAnimationController.removeAnimation(Animation animation)
Remove the specified animation, by marking the affected nodes as not animated.
|
protected AnimationController.AnimationDesc |
AnimationController.setAnimation(Animation anim,
int loopCount,
float speed,
AnimationController.AnimationListener listener)
Set the active animation, replacing any current animation.
|