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MotionContext

Defined in: animation/motion.ts:107

What a driver is given to act on. drive/finished re-enter the registry, so a composite motion (a blend) delegates to its chosen child without holding the registry itself — and therefore without caring what kind that child is.

entity: number

Defined in: animation/motion.ts:109


extractRootMotion: boolean

Defined in: animation/motion.ts:131

Whether the animator is taking this motion’s root track as DISPLACEMENT. A driver that can state a root pose must then leave the root’s position and rotation out of what it samples: the same movement written to the entity and handed to the character controller moves it twice.


params: MotionParams

Defined in: animation/motion.ts:110


world: World

Defined in: animation/motion.ts:108

drive(motion, enter): void

Defined in: animation/motion.ts:112

Play a nested motion. enter restarts it from the top.

AnimatorMotion

boolean

void


duration(motion): number

Defined in: animation/motion.ts:118

One pass of a nested motion in seconds; 0 when it does not say.

AnimatorMotion

number


events(motion, span, out): void

Defined in: animation/motion.ts:122

Append a nested motion’s events over span to out.

AnimatorMotion

MotionSpan

MotionEvent[]

void


finished(motion): boolean

Defined in: animation/motion.ts:114

Whether a nested motion has run to its end.

AnimatorMotion

boolean


loops(motion): boolean

Defined in: animation/motion.ts:120

Whether a nested motion repeats, and so never ends on its own.

AnimatorMotion

boolean


rootDelta(motion, span, out): boolean

Defined in: animation/motion.ts:124

A nested motion’s displacement over span; false when it states none.

AnimatorMotion

MotionSpan

RootMotionDelta

boolean


sample(motion, time, pose): boolean

Defined in: animation/motion.ts:116

Sample a nested motion into pose; false when its kind cannot be sampled.

AnimatorMotion

number

Pose

boolean