TargetsAnimationsManager constructor
Renderer or GPUCurtains class object used to create this TargetsAnimationsManager.
parameters used to create this TargetsAnimationsManager.
The Renderer used to updte this TargetsAnimationsManager.
Label of the TargetsAnimationsManager.
Readonly
uuidThe universal unique id of this TargetsAnimationsManager.
Array of Target defining the animations that this TargetsAnimationsManager should run.
Total duration in seconds of all the animations handled by this TargetsAnimationsManager.
Timescale to use for all the animations handled by this TargetsAnimationsManager.
Whether the current TargetsAnimationsManager animations are playing or not.
Array of all children animations input accessor indices defined in the glTF, used to keep different TargetsAnimationsManager in sync.
Map of other TargetsAnimationsManager using the exact same inputs and that should be synced together.
Set the current renderer to use with this TargetsAnimationsManager. Can be set to null
to detach from the current renderer.
Add a KeyframesAnimation to a target animations array based on an Object3D.
KeyframesAnimation to add.
Object3D to use to find the KeyframesAnimation.
path to use to find the KeyframesAnimation.
Play or resume the TargetsAnimationsManager.
Play the TargetsAnimationsManager once.
Pause the TargetsAnimationsManager.
Stop the TargetsAnimationsManager and reset all the animations values to last keyframe.
Stop the TargetsAnimationsManager at the end of the next animation loop.
Update all the targets animations.
Call all the targets animations onAfterUpdate callbacks.
Class used to help synchronize and run KeyframesAnimation for a given list of Object3D. Mostly used internally when loading glTF files, but could be used externally as well.