The Animation Component allows an Entity to playback animations on models.

Hierarchy (view full)

Constructors

Properties

_animations: {} = {}

Type declaration

    _assets: (number | Asset)[] = []
    _loop: boolean = true
    activate: boolean = true

    If true the first animation asset will begin playing when the scene is loaded.

    blend: number = 0
    blendSpeed: number = 0
    blending: boolean = false
    currAnim: string = null
    entity: Entity

    The Entity that this Component is attached to.

    prevAnim: string = null
    skeleton: Skeleton = null

    Get the skeleton for the current model. If the model is loaded from glTF/glb, then the skeleton is null.

    speed: number = 1

    Speed multiplier for animation play back. 1 is playback at normal speed and 0 pauses the animation.

    The ComponentSystem used to create this Component.

    Accessors

    Methods

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

      Parameters

      • name: string

        Name of event to fire.

      • Optional arg1: any

        First argument that is passed to the event handler.

      • Optional arg2: any

        Second argument that is passed to the event handler.

      • Optional arg3: any

        Third argument that is passed to the event handler.

      • Optional arg4: any

        Fourth argument that is passed to the event handler.

      • Optional arg5: any

        Fifth argument that is passed to the event handler.

      • Optional arg6: any

        Sixth argument that is passed to the event handler.

      • Optional arg7: any

        Seventh argument that is passed to the event handler.

      • Optional arg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      Example

      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.

      Example

      obj.on('test', function () { }); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • 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

      • Optional name: string

        Name of the event to unbind.

      • Optional callback: HandleEventCallback

        Function to be unbound.

      • Optional scope: object

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

      Returns EventHandler

      Self for chaining.

      Example

      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.

      • Optional scope: 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.

      Example

      obj.on('test', function (a, b) {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console

      Example

      const evt = obj.on('test', function (a, b) {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Private

      Handle asset change events.

      Parameters

      • asset: Asset

        The asset that changed.

      • attribute: string

        The name of the asset attribute that changed. Can be 'data', 'file', 'resource' or 'resources'.

      • newValue: any

        The new value of the specified asset property.

      • oldValue: any

        The old value of the specified asset property.

      Returns void

    • 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.

      • Optional scope: 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.

      Example

      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
    • Start playing an animation.

      Parameters

      • name: string

        The name of the animation asset to begin playing.

      • Optional blendTime: number = 0

        The time in seconds to blend from the current animation state to the start of the animation being set. Defaults to 0.

      Returns void