Animator

actual class Animator

Animator updates matrices according to glTF animation and skin definitions.

Animator handles two primary tasks:

  1. Updating matrices in TransformManager components based on glTF animation definitions

  2. Updating bone matrices in RenderableManager components based on glTF skin definitions

Usage pattern for animated skeletal meshes:

animator.applyAnimation(currentIndex, time)      // Apply current animation
animator.applyCrossFade(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderables

See also

expect class Animator

Animator updates matrices according to glTF animation and skin definitions.

Animator handles two primary tasks:

  1. Updating matrices in TransformManager components based on glTF animation definitions

  2. Updating bone matrices in RenderableManager components based on glTF skin definitions

Usage pattern for animated skeletal meshes:

animator.applyAnimation(currentIndex, time)      // Apply current animation
animator.applyCrossFade(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderables

See also

actual class Animator

Animator updates matrices according to glTF animation and skin definitions.

Animator handles two primary tasks:

  1. Updating matrices in TransformManager components based on glTF animation definitions

  2. Updating bone matrices in RenderableManager components based on glTF skin definitions

Usage pattern for animated skeletal meshes:

animator.applyAnimation(currentIndex, time)      // Apply current animation
animator.applyCrossFade(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderables

See also

actual class Animator

Animator updates matrices according to glTF animation and skin definitions.

Animator handles two primary tasks:

  1. Updating matrices in TransformManager components based on glTF animation definitions

  2. Updating bone matrices in RenderableManager components based on glTF skin definitions

Usage pattern for animated skeletal meshes:

animator.applyAnimation(currentIndex, time)      // Apply current animation
animator.applyCrossFade(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderables

See also

actual class Animator

Animator updates matrices according to glTF animation and skin definitions.

Animator handles two primary tasks:

  1. Updating matrices in TransformManager components based on glTF animation definitions

  2. Updating bone matrices in RenderableManager components based on glTF skin definitions

Usage pattern for animated skeletal meshes:

animator.applyAnimation(currentIndex, time)      // Apply current animation
animator.applyCrossFade(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderables

See also

Constructors

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constructor(nativeObject: Animator)
constructor(jsAnimator: gltfio_Animator)
constructor(nativeHandle: MemorySegment?)
constructor(nativeHandle: CPointer<FilaAnimator>?)

Properties

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var nativeHandle: MemorySegment?
var nativeHandle: CPointer<FilaAnimator>?
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val nativeObject: Animator

Functions

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actual fun applyAnimation(index: Int, time: Float)

Apply a glTF animation to the transform hierarchy.

expect fun applyAnimation(index: Int, time: Float)

Apply a glTF animation to the transform hierarchy.

actual fun applyAnimation(index: Int, time: Float)

Apply a glTF animation to the transform hierarchy.

actual fun applyAnimation(index: Int, time: Float)

Apply a glTF animation to the transform hierarchy.

actual fun applyAnimation(index: Int, time: Float)

Apply a glTF animation to the transform hierarchy.

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actual fun applyCrossFade(previousIndex: Int, previousTime: Float, alpha: Float)

Cross-fade from a previous animation with alpha blending.

expect fun applyCrossFade(previousIndex: Int, previousTime: Float, alpha: Float)

Cross-fade from a previous animation with alpha blending.

actual fun applyCrossFade(previousIndex: Int, previousTime: Float, alpha: Float)

Cross-fade from a previous animation with alpha blending.

actual fun applyCrossFade(previousIndex: Int, previousTime: Float, alpha: Float)

Cross-fade from a previous animation with alpha blending.

actual fun applyCrossFade(previousIndex: Int, previousTime: Float, alpha: Float)

Cross-fade from a previous animation with alpha blending.

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actual fun getAnimationCount(): Int

Get the number of animations in the glTF asset.

expect fun getAnimationCount(): Int

Get the number of animations in the glTF asset.

actual fun getAnimationCount(): Int

Get the number of animations in the glTF asset.

actual fun getAnimationCount(): Int

Get the number of animations in the glTF asset.

actual fun getAnimationCount(): Int

Get the number of animations in the glTF asset.

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actual fun getAnimationDuration(index: Int): Float

Get the duration of a glTF animation.

expect fun getAnimationDuration(index: Int): Float

Get the duration of a glTF animation.

actual fun getAnimationDuration(index: Int): Float

Get the duration of a glTF animation.

actual fun getAnimationDuration(index: Int): Float

Get the duration of a glTF animation.

actual fun getAnimationDuration(index: Int): Float

Get the duration of a glTF animation.

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actual fun getAnimationName(index: Int): String?

Get the name of a glTF animation.

expect fun getAnimationName(index: Int): String?

Get the name of a glTF animation.

actual fun getAnimationName(index: Int): String?

Get the name of a glTF animation.

actual fun getAnimationName(index: Int): String?

Get the name of a glTF animation.

actual fun getAnimationName(index: Int): String?

Get the name of a glTF animation.

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actual fun resetBoneMatrices()

Reset all bone matrices to identity (T-pose).

expect fun resetBoneMatrices()

Reset all bone matrices to identity (T-pose).

actual fun resetBoneMatrices()

Reset all bone matrices to identity (T-pose).

actual fun resetBoneMatrices()

Reset all bone matrices to identity (T-pose).

actual fun resetBoneMatrices()

Reset all bone matrices to identity (T-pose).

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actual fun updateBoneMatrices()

Compute root-to-node transforms for all bone nodes and push to RenderableManager.

expect fun updateBoneMatrices()

Compute root-to-node transforms for all bone nodes and push to RenderableManager.

actual fun updateBoneMatrices()

Compute root-to-node transforms for all bone nodes and push to RenderableManager.

actual fun updateBoneMatrices()

Compute root-to-node transforms for all bone nodes and push to RenderableManager.

actual fun updateBoneMatrices()

Compute root-to-node transforms for all bone nodes and push to RenderableManager.