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Class ParticleSpriteSheetNode

A particle animation node used when a spritesheet texture is required to animate the particle. NB: to enable use of this node, the repeat property on the material has to be set to true.

Hierarchy

Implements

  • IAsset
  • IAssetAdapter

Index

Constructors

constructor

  • new ParticleSpriteSheetNode(mode: number, usesCycle: boolean, usesPhase: boolean, numColumns?: number, numRows?: number, cycleDuration?: number, cyclePhase?: number, totalFrames?: number): ParticleSpriteSheetNode
  • Creates a new ParticleSpriteSheetNode

    Parameters

    • mode: number

      Defines whether the mode of operation acts on local properties of a particle or global properties of the node.

    • usesCycle: boolean
    • usesPhase: boolean
    • Default value numColumns: number = 1

      Defines the number of columns in the spritesheet, when in global mode. Defaults to 1.

    • Default value numRows: number = 1

      Defines the number of rows in the spritesheet, when in global mode. Defaults to 1.

    • Default value cycleDuration: number = 1

      Defines the default cycle duration in seconds, when in global mode. Defaults to 1.

    • Default value cyclePhase: number = 0

      Defines the default cycle phase, when in global mode. Defaults to 0.

    • Default value totalFrames: number = Number.MAX_VALUE

      Defines the total number of frames used by the spritesheet, when in global mode. Defaults to the number defined by numColumns and numRows.

    Returns ParticleSpriteSheetNode

Properties

_adapter

_adapter: IAssetAdapter

Private _iCycleDuration

_iCycleDuration: number

Private _iCyclePhase

_iCyclePhase: number

_iDataOffset

_iDataOffset: number

Private _iNumColumns

_iNumColumns: number

Private _iNumRows

_iNumRows: number

Private _iTotalFrames

_iTotalFrames: number

Private _iUsesCycle

_iUsesCycle: boolean

Private _iUsesPhase

_iUsesPhase: boolean

_pDataLength

_pDataLength: number

_pMode

_pMode: number

_pOneData

_pOneData: Array<number>

_pStateClass

_pStateClass: any

adaptee

adaptee: AssetBase

adapter

adapter: IAssetAdapter

adapter is used to provide MovieClip to scripts taken from different platforms setter typically managed by factory. getter defaults to AwayJS class

assetFullPath

assetFullPath: Array<string>

assetNamespace

assetNamespace: string

assetType

assetType: string
inheritdoc

id

id: number

A unique id for the asset, used to identify assets in an associative array

name

name: string

originalName

originalName: string

The original name used for this asset in the resource (e.g. file) in which it was found. This may not be the same as name, which may have changed due to of a name conflict.

stateClass

stateClass: any

Static DEFAULT_NAMESPACE

DEFAULT_NAMESPACE: string

Static ID_COUNT

ID_COUNT: number

Static UV_VECTOR3D

UV_VECTOR3D: string

Reference for spritesheet node properties on a single particle (when in local property mode). Expects a Vector3D representing the cycleDuration (x), optional phaseTime (y).

Static assetType

assetType: string

Accessors

dataLength

  • get (): number
  • Returns the length of the data used by the node when in LOCAL_STATIC mode. Used to generate the local static data of the particle animation set.

    see

    away.animators.ParticleAnimationSet

    see

    #getAGALVertexCode

    Returns number

mode

  • get (): number
  • Returns the property mode of the particle animation node. Typically set in the node constructor

    see

    away.animators.ParticlePropertiesMode

    Returns number

numColumns

  • get (): number
  • Defines the number of columns in the spritesheet, when in global mode. Defaults to 1. Read only.

    Returns number

numRows

  • get (): number
  • Defines the number of rows in the spritesheet, when in global mode. Defaults to 1. Read only.

    Returns number

oneData

  • get (): Array<number>
  • Returns the generated data vector of the node after one particle pass during the generation of all local static data of the particle animation set.

    see

    away.animators.ParticleAnimationSet

    see

    #generatePropertyOfOneParticle

    Returns Array<number>

priority

  • get (): number
  • Returns the priority of the particle animation node, used to order the agal generated in a particle animation set. Set automatically on instantiation.

    see

    away.animators.ParticleAnimationSet

    see

    #getAGALVertexCode

    Returns number

totalFrames

  • get (): number
  • Defines the total number of frames used by the spritesheet, when in global mode. Defaults to the number defined by numColumns and numRows. Read only.

    Returns number

Methods

_iGeneratePropertyOfOneParticle

_iProcessAnimationSetting

addEventListener

  • addEventListener(type: string, listener: function): void
  • Add an event listener

    method

    addEventListener

    Parameters

    • type: string
    • listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns void

assetPathEquals

  • assetPathEquals(name: string, ns: string): boolean
  • Parameters

    • name: string
    • ns: string

    Returns boolean

clear

  • clear(): void
  • Returns void

dispatchEvent

  • dispatchEvent(event: EventBase): void
  • Dispatch an event

    method

    dispatchEvent

    Parameters

    • event: EventBase

    Returns void

dispose

  • dispose(): void
  • inheritdoc

    Returns void

getAGALFragmentCode

  • getAGALFragmentCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string
  • Returns the AGAL code of the particle animation node for use in the fragment shader.

    Parameters

    • shader: ShaderBase
    • animationSet: ParticleAnimationSet
    • registerCache: ShaderRegisterCache
    • animationRegisterData: AnimationRegisterData

    Returns string

getAGALUVCode

  • getAGALUVCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string
  • inheritdoc

    Parameters

    • shader: ShaderBase
    • animationSet: ParticleAnimationSet
    • registerCache: ShaderRegisterCache
    • animationRegisterData: AnimationRegisterData

    Returns string

getAGALVertexCode

  • getAGALVertexCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string
  • Returns the AGAL code of the particle animation node for use in the vertex shader.

    Parameters

    • shader: ShaderBase
    • animationSet: ParticleAnimationSet
    • registerCache: ShaderRegisterCache
    • animationRegisterData: AnimationRegisterData

    Returns string

getAnimationState

  • inheritdoc

    Parameters

    • animator: AnimatorBase

    Returns ParticleSpriteSheetState

hasEventListener

  • hasEventListener(type: string, listener?: function): boolean
  • check if an object has an event listener assigned to it

    method

    hasListener

    Parameters

    • type: string
    • Optional listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns boolean

invalidate

  • invalidate(): void
  • Returns void

isAsset

  • isAsset(assetClass: IAssetClass): boolean
  • Parameters

    • assetClass: IAssetClass

    Returns boolean

removeEventListener

  • removeEventListener(type: string, listener: function): void
  • Remove an event listener

    method

    removeEventListener

    Parameters

    • type: string
    • listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns void

resetAssetPath

  • resetAssetPath(name: string, ns?: string, overrideOriginal?: boolean): void
  • Parameters

    • name: string
    • Optional ns: string
    • Optional overrideOriginal: boolean

    Returns void

updateFullPath

  • updateFullPath(): void
  • Returns void

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