The Anim Component allows an Entity to playback animations on models and entity properties.

Hierarchy (View Summary)

Constructors

Properties

entity: Entity

The Entity that this Component is attached to.

The ComponentSystem used to create this Component.

Accessors

Methods

  • Adds a new anim component layer to the anim component.

    Parameters

    • name: string

      The name of the layer to create.

    • Optionalweight: number

      The blending weight of the layer. Defaults to 1.

    • Optionalmask: object[]

      A list of paths to bones in the model which should be animated in this layer. If omitted the full model is used. Defaults to null.

    • OptionalblendType: string

      Defines how properties animated by this layer blend with animations of those properties in previous layers. Defaults to pc.ANIM_LAYER_OVERWRITE.

    Returns AnimComponentLayer

    The created anim component layer.

  • Associates an animation with a state or blend tree node in the loaded state graph. If all states are linked and the AnimComponent#activate value was set to true then the component will begin playing. If no state graph is loaded, a default state graph will be created with a single state based on the provided nodePath parameter.

    Parameters

    • nodePath: string

      Either the state name or the path to a blend tree node that this animation should be associated with. Each section of a blend tree path is split using a period (.) therefore state names should not include this character (e.g "MyStateName" or "MyStateName.BlendTreeNode").

    • animTrack: AnimTrack

      The animation track that will be assigned to this state and played whenever this state is active.

    • OptionallayerName: string

      The name of the anim component layer to update. If omitted the default layer is used. If no state graph has been previously loaded this parameter is ignored.

    • Optionalspeed: number = 1

      Update the speed of the state you are assigning an animation to. Defaults to 1.

    • Optionalloop: boolean = true

      Update the loop property of the state you are assigning an animation to. Defaults to true.

    Returns void

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Initializes component animation controllers using the provided state graph.

    Parameters

    • stateGraph: object

      The state graph asset to load into the component. Contains the states, transitions and parameters used to define a complete animation controller.

    Returns void

    entity.anim.loadStateGraph({
    "layers": [
    {
    "name": layerName,
    "states": [
    {
    "name": "START",
    "speed": 1
    },
    {
    "name": "Initial State",
    "speed": speed,
    "loop": loop,
    "defaultState": true
    }
    ],
    "transitions": [
    {
    "from": "START",
    "to": "Initial State"
    }
    ]
    }
    ],
    "parameters": {}
    });
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Removes animations from a node in the loaded state graph.

    Parameters

    • nodeName: string

      The name of the node that should have its animation tracks removed.

    • OptionallayerName: string

      The name of the anim component layer to update. If omitted the default layer is used.

    Returns void

  • Sets the value of a boolean parameter that was defined in the animation components state graph.

    Parameters

    • name: string

      The name of the parameter to set.

    • value: boolean

      The new boolean value to set this parameter to.

    Returns void

  • Sets the value of a float parameter that was defined in the animation components state graph.

    Parameters

    • name: string

      The name of the parameter to set.

    • value: number

      The new float value to set this parameter to.

    Returns void

  • Sets the value of an integer parameter that was defined in the animation components state graph.

    Parameters

    • name: string

      The name of the parameter to set.

    • value: number

      The new integer value to set this parameter to.

    Returns void

  • Sets the value of a trigger parameter that was defined in the animation components state graph to true.

    Parameters

    • name: string

      The name of the parameter to set.

    • OptionalsingleFrame: boolean = false

      If true, this trigger will be set back to false at the end of the animation update. Defaults to false.

    Returns void