| Package | laya.ani.bone |
| Class | public class Templet |
| Inheritance | Templet AnimationTemplet laya.resource.Resource |
| Property | Defined By | ||
|---|---|---|---|
| aniSectionDic : Object | Templet | ||
| bindBoneBoneSlotDic : Object 绑定插槽数据的字典 | Templet | ||
| boneSlotArray : Array 存放插糟数据的数组 | Templet | ||
| boneSlotDic : Object 存放插槽数据的字典 | Templet | ||
| deformAniArr : Array 顶点动画数据 | Templet | ||
| drawOrderAniArr : Array 渲染顺序动画数据 | Templet | ||
| eventAniArr : Array 事件动画数据 | Templet | ||
| ikArr : Array IK数据 | Templet | ||
![]() | interpolation : Array [static] | AnimationTemplet | |
| isParseFail : Boolean = false 是否解析失败 | Templet | ||
| isParserComplete : Boolean = false | Templet | ||
| mBoneArr : Vector.<Bone> | Templet | ||
| mRootBone : Bone | Templet | ||
| pathArr : Array path数据 | Templet | ||
| rate : Number | Templet | ||
| skinDataArray : Array 皮肤数据 | Templet | ||
| skinDic : Object 皮肤的字典数据 | Templet | ||
| skinSlotDisplayDataArr : Vector.<SkinSlotDisplayData> 实际显示对象列表,用于销毁用 | Templet | ||
| srcBoneMatrixArr : Array 存放原始骨骼信息 | Templet | ||
| subTextureDic : Object 存放纹理数据 | Templet | ||
| TEMPLET_DICTIONARY : Object [static] | Templet | ||
| tfArr : Array transform数据 | Templet | ||
| yReverseMatrix : Matrix 反转矩阵,有些骨骼动画要反转才能显示 | Templet | ||
| Method | Defined By | ||
|---|---|---|---|
buildArmature(aniMode:int = 0):Skeleton
创建动画
0,使用模板缓冲的数据,模板缓冲的数据,不允许修改 (内存开销小,计算开销小,不支持换装)
1,使用动画自己的缓冲区,每个动画都会有自己的缓冲区,相当耗费内存 (内存开销大,计算开销小,支持换装)
2,使用动态方式,去实时去画 (内存开销小,计算开销大,支持换装,不建议使用)
| Templet | ||
destroy():void
释放纹理
| Templet | ||
![]() | getAniDuration(aniIndex:int):int | AnimationTemplet | |
![]() | getAnimation(aniIndex:int):* | AnimationTemplet | |
![]() | getAnimationCount():int | AnimationTemplet | |
![]() | getAnimationDataWithCache(key:*, cacheDatas:*, aniIndex:int, frameIndex:int):Float32Array | AnimationTemplet | |
getAniNameByIndex(index:int):String
通过索引得动画名称
| Templet | ||
![]() | getNodeCount(aniIndex:int):int | AnimationTemplet | |
![]() | getNodeIndexWithName(aniIndex:int, name:String):int | AnimationTemplet | |
![]() | getNodes(aniIndex:int):* | AnimationTemplet | |
![]() | getNodesCurrentFrameIndex(aniIndex:int, playCurTime:Number):Uint32Array | AnimationTemplet | |
![]() | getOriginalData(aniIndex:int, originalData:Float32Array, nodesFrameIndices:Array, frameIndex:int, playCurTime:Number):void | AnimationTemplet | |
![]() | getOriginalDataUnfixedRate(aniIndex:int, originalData:Float32Array, playCurTime:Number):void | AnimationTemplet | |
![]() | getPublicExtData():ArrayBuffer | AnimationTemplet | |
getSkinIndexByName(skinName:String):int
通过皮肤名字得到皮肤索引
| Templet | ||
getTexture(name:String):Texture
得到指定的纹理
| Templet | ||
![]() | getTotalkeyframesLength(aniIndex:int):int | AnimationTemplet | |
![]() | load(url:String):AnimationTemplet [static]
加载动画模板。
| AnimationTemplet | |
loadAni(url:String):void | Templet | ||
![]() | onAsynLoaded(url:String, data:*, params:Array):void [override]
private
| AnimationTemplet | |
解析骨骼动画数据
| Templet | ||
![]() | setAnimationDataWithCache(key:*, cacheDatas:Array, aniIndex:int, frameIndex:Number, data:*):void | AnimationTemplet | |
| aniSectionDic | property |
public var aniSectionDic:Object| bindBoneBoneSlotDic | property |
public var bindBoneBoneSlotDic:Object绑定插槽数据的字典
| boneSlotArray | property |
public var boneSlotArray:Array存放插糟数据的数组
| boneSlotDic | property |
public var boneSlotDic:Object存放插槽数据的字典
| deformAniArr | property |
public var deformAniArr:Array顶点动画数据
| drawOrderAniArr | property |
public var drawOrderAniArr:Array渲染顺序动画数据
| eventAniArr | property |
public var eventAniArr:Array事件动画数据
| ikArr | property |
public var ikArr:ArrayIK数据
| isParseFail | property |
public var isParseFail:Boolean = false是否解析失败
| isParserComplete | property |
public var isParserComplete:Boolean = false| mBoneArr | property |
public var mBoneArr:Vector.<Bone>| mRootBone | property |
public var mRootBone:Bone| pathArr | property |
public var pathArr:Arraypath数据
| rate | property |
rate:Number public function get rate():Number public function set rate(value:Number):void| skinDataArray | property |
public var skinDataArray:Array皮肤数据
| skinDic | property |
public var skinDic:Object皮肤的字典数据
| skinSlotDisplayDataArr | property |
public var skinSlotDisplayDataArr:Vector.<SkinSlotDisplayData>实际显示对象列表,用于销毁用
| srcBoneMatrixArr | property |
public var srcBoneMatrixArr:Array存放原始骨骼信息
| subTextureDic | property |
public var subTextureDic:Object存放纹理数据
| TEMPLET_DICTIONARY | property |
public static var TEMPLET_DICTIONARY:Object| tfArr | property |
public var tfArr:Arraytransform数据
| yReverseMatrix | property |
public var yReverseMatrix:Matrix反转矩阵,有些骨骼动画要反转才能显示
| buildArmature | () | method |
public function buildArmature(aniMode:int = 0):Skeleton创建动画 0,使用模板缓冲的数据,模板缓冲的数据,不允许修改 (内存开销小,计算开销小,不支持换装) 1,使用动画自己的缓冲区,每个动画都会有自己的缓冲区,相当耗费内存 (内存开销大,计算开销小,支持换装) 2,使用动态方式,去实时去画 (内存开销小,计算开销大,支持换装,不建议使用)
Parameters
aniMode:int (default = 0) — 0 动画模式,0:不支持换装,1,2支持换装
|
Skeleton —
|
| destroy | () | method |
public function destroy():void释放纹理
| getAniNameByIndex | () | method |
public function getAniNameByIndex(index:int):String通过索引得动画名称
Parameters
index:int |
String —
|
| getSkinIndexByName | () | method |
public function getSkinIndexByName(skinName:String):int通过皮肤名字得到皮肤索引
Parameters
skinName:String — 皮肤名称
|
int —
|
| getTexture | () | method |
public function getTexture(name:String):Texture得到指定的纹理
Parameters
name:String — 纹理的名字
|
Texture —
|
| loadAni | () | method |
public function loadAni(url:String):voidParameters
url:String |
| parseData | () | method |
public function parseData(texture:Texture, skeletonData:ArrayBuffer, playbackRate:int = 30):void解析骨骼动画数据
Parameters
texture:Texture — 骨骼动画用到的纹理
| |
skeletonData:ArrayBuffer — 骨骼动画信息及纹理分块信息
| |
playbackRate:int (default = 30) — 缓冲的帧率数据(会根据帧率去分帧)
|
| complete | Event |
laya.events.Event.COMPLETEEvent.COMPLETE数据解析完成后的调度。
| error | Event |
laya.events.Event.ERROREvent.ERROR数据解析错误后的调度。