Class AnimationGroup
Hierarchy
- AnimationGroup
Implements
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
Instantiates a new Animation Group. This helps managing several animations at once.
Parameters
name: string
Defines the name of the group
Optional scene: Nullable<Scene>
Defines the scene the group belongs to
Returns AnimationGroup
Properties
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
nameSearch playground for name
The name of the animation group
on Animation End ObservableSearch playground for onAnimationEndObservable
This observable will notify when one animation have ended
on Animation Group End ObservableSearch playground for onAnimationGroupEndObservable
This observable will notify when all animations have ended.
on Animation Group Loop ObservableSearch playground for onAnimationGroupLoopObservable
Observer raised when all animations have looped
on Animation Group Pause ObservableSearch playground for onAnimationGroupPauseObservable
This observable will notify when all animations have paused.
on Animation Group Play ObservableSearch playground for onAnimationGroupPlayObservable
This observable will notify when all animations are playing.
on Animation Loop ObservableSearch playground for onAnimationLoopObservable
Observer raised when one animation loops
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
Accessors
animatables
returning the list of animatables controlled by this animation group.
Returns Animatable[]
children
Gets the list of target animations
Returns TargetedAnimation[]
from
Gets the first frame
Returns number
is Additive
Gets or sets if all animations should be evaluated additively
Returns boolean
Gets or sets if all animations should be evaluated additively
Parameters
value: boolean
Returns void
is Playing
Gets a value indicating that the current group is playing
Returns boolean
is Started
Define if the animations are started
Returns boolean
loop Animation
Gets or sets if all animations should loop or not
Returns boolean
Gets or sets if all animations should loop or not
Parameters
value: boolean
Returns void
speed Ratio
Gets or sets the speed ratio to use for all animations
Returns number
Gets or sets the speed ratio to use for all animations
Parameters
value: number
Returns void
targeted Animations
Gets the targeted animations for this animation group
Returns TargetedAnimation[]
to
Gets the last frame
Returns number
Methods
add Targeted AnimationSearch playground for addTargetedAnimation
Add an animation (with its target) in the group
Parameters
animation: Animation
defines the animation we want to add
target: any
defines the target of the animation
Returns TargetedAnimation
the TargetedAnimation object
cloneSearch playground for clone
Clone the current animation group and returns a copy
Parameters
newName: string
defines the name of the new group
Optional targetConverter: ((oldTarget: any) => any)
defines an optional function used to convert current animation targets to new ones
Parameters
oldTarget: any
Returns any
Optional cloneAnimations: boolean
defines if the animations should be cloned or referenced
Returns AnimationGroup
the new animation group
disposeSearch playground for dispose
Dispose all associated resources
Returns void
get Class NameSearch playground for getClassName
Returns the string "AnimationGroup"
Returns string
"AnimationGroup"
go To FrameSearch playground for goToFrame
Goes to a specific frame in this animation group
Parameters
frame: number
the frame number to go to
Returns AnimationGroup
the animationGroup
normalizeSearch playground for normalize
This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame It can add constant keys at begin or end
Parameters
Optional beginFrame: Nullable<number>
defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
Optional endFrame: Nullable<number>
defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
Returns AnimationGroup
the animation group
pauseSearch playground for pause
Pause all animations
Returns AnimationGroup
the animation group
playSearch playground for play
Play all animations to initial state This function will start() the animations if they were not started or will restart() them if they were paused
Parameters
Optional loop: boolean
defines if animations must loop
Returns AnimationGroup
the animation group
resetSearch playground for reset
Reset all animations to initial state
Returns AnimationGroup
the animation group
restartSearch playground for restart
Restart animations from key 0
Returns AnimationGroup
the animation group
serializeSearch playground for serialize
Serializes the animationGroup to an object
Returns any
Serialized object
set Weight For All AnimatablesSearch playground for setWeightForAllAnimatables
Set animation weight for all animatables
Parameters
weight: number
defines the weight to use
Returns AnimationGroup
the animationGroup
startSearch playground for start
Start all animations on given targets
Parameters
Optional loop: boolean
defines if animations must loop
Optional speedRatio: number
defines the ratio to apply to animation speed (1 by default)
Optional from: number
defines the from key (optional)
Optional to: number
defines the to key (optional)
Optional isAdditive: boolean
defines the additive state for the resulting animatables (optional)
Returns AnimationGroup
the current animation group
stopSearch playground for stop
Stop all animations
Returns AnimationGroup
the animation group
sync All Animations WithSearch playground for syncAllAnimationsWith
Synchronize and normalize all animatables with a source animatable
Parameters
root: Nullable<Animatable>
defines the root animatable to synchronize with (null to stop synchronizing)
Returns AnimationGroup
the animationGroup
to StringSearch playground for toString
Creates a detailed string about the object
Parameters
Optional fullDetails: boolean
defines if the output string will support multiple levels of logging within scene loading
Returns string
a string representing the object
Static Make Animation AdditiveSearch playground for MakeAnimationAdditive
Convert the keyframes for all animations belonging to the group to be relative to a given reference frame.
Parameters
sourceAnimationGroup: AnimationGroup
defines the AnimationGroup containing animations to convert
Optional referenceFrame: number
defines the frame that keyframes in the range will be relative to
Optional range: string
defines the name of the AnimationRange belonging to the animations in the group to convert
Optional cloneOriginal: boolean
defines whether or not to clone the group and convert the clone or convert the original group (default is false)
Optional clonedName: string
defines the name of the resulting cloned AnimationGroup if cloneOriginal is true
Returns AnimationGroup
a new AnimationGroup if cloneOriginal is true or the original AnimationGroup if cloneOriginal is false
Static ParseSearch playground for Parse
Returns a new AnimationGroup object parsed from the source provided.
Parameters
parsedAnimationGroup: any
defines the source
scene: Scene
defines the scene that will receive the animationGroup
Returns AnimationGroup
a new AnimationGroup
Use this class to create coordinated animations on multiple targets