Animation · type

BlendNode

A tree of clips blended by parameters the game names.

Explained in Animation.

type BlendNode =
import type { BlendNode } from '@driftengine/animation';

In depth

The parameters are the consumer's own strings, never an engine enumeration, for the reason the input action maps give: a game's verbs are a game's business, and an engine that enumerated them would be deciding what a character can be doing.

Evaluation is a pure function of a caller-supplied time and the current parameters. Nothing here reads a clock, which is the contract sampleClip establishes and which a graph over clips has to keep or the replay story ends one layer up.

A parameter is one of two things, and the tree keeps them apart. A blend parameter is a weight: which children a set brackets, how far a lerp has gone. A clock is a time: which instant of its own clip a node is sampled at, named by a clip node's clock and defaulting to the time evaluate was given. A name may be one or the other and never both — see clocks for why that is refused rather than allowed.