Animation · interface
AnimationState
States over blend trees, and crossfaded transitions between them.
Explained in Animation.
interface AnimationStateimport 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
| Name | Type | Description |
|---|---|---|
namereadonly | string | |
treereadonly | BlendTree |