Animation · interface

AnimationState

States over blend trees, and crossfaded transitions between them.

Explained in Animation.

interface AnimationState
import type { AnimationState } from '@driftengine/animation';

In depth

advance takes the step rather than reading a clock, which is the same contract sampleClip and BlendTree keep and the last layer that could have broken it. A state machine is where an engine most naturally reaches for performance.now, because a transition has a duration and a duration wants a clock — and one here would mean a recorded run played back a different pose on a different machine.

The conditions are predicates over parameters the consumer names, for the reason the tree gives about a game's own verbs. The engine decides when a fade completes, not what a character is doing.

Properties

NameTypeDescription
namereadonlystring
treereadonlyBlendTree