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.