AnimationObjectGroup
A group of objects that receives a shared animation state.
For an overview of the different elements of the three.js animation system see the "Animation System" article in the "Next Steps" section of the manual.
Usage:
Add objects you would otherwise pass as 'root' to the constructor or the clipAction method of AnimationMixer and instead pass this object as 'root'.
Note that objects of this class appear as one object to the mixer, so cache control of the individual objects must be done on the group.
Limitations
The animated properties must be compatible among all objects in the group.
A single property can either be controlled through a target group or directly, but not both.
Constructor
AnimationObjectGroup
function AnimationObjectGroup( obj1: Object, obj2: Object, obj3: Object ):
void;
obj - an arbitrary number of meshes that share the same animation state.
Properties
isAnimationObjectGroup
isAnimationObjectGroup: Boolean;
Read-only flag to check if a given object is of type AnimationObjectGroup.
stats
stats: Object;
An object that contains some informations of this AnimationObjectGroup
(total number, number in use, number of bindings per object)
uuid
uuid: String;
The UUID of
this AnimationObjectGroup. It gets automatically assigned and shouldn't be
edited.
Methods
add
function add( obj1: Object, obj2: Object, obj3: Object ): undefined;
Adds an arbitrary number of objects to this AnimationObjectGroup.
remove
function remove( obj1: Object, obj2: Object, obj3: Object ): undefined;
Removes an arbitrary number of objects from this AnimationObjectGroup.
uncache
function uncache( obj1: Object, obj2: Object, obj3: Object ): undefined;
Deallocates all memory resources for the passed objects of this
AnimationObjectGroup.