/** * AnimNodes are used to represent a single animation track in the current state. Each state can * contain multiple AnimNodes, in which case they are stored in a BlendTree hierarchy, which will * control the weight (contribution to the states final animation) of its child AnimNodes. * * @ignore */ export class AnimNode { /** * Create a new AnimNode instance. * * @param {import('./anim-state.js').AnimState} state - The AnimState that this BlendTree * belongs to. * @param {import('./anim-blend-tree.js').AnimBlendTree|null} parent - The parent of the AnimNode. * If not null, the AnimNode is stored as part of an {@link AnimBlendTree} hierarchy. * @param {string} name - The name of the AnimNode. Used when assigning an {@link AnimTrack} to * it. * @param {number[]|number} point - The coordinate/vector thats used to determine the weight of * this node when it's part of an {@link AnimBlendTree}. * @param {number} [speed] - The speed that its {@link AnimTrack} should play at. Defaults to 1. */ constructor(state: import("./anim-state.js").AnimState, parent: import("./anim-blend-tree.js").AnimBlendTree | null, name: string, point: number[] | number, speed?: number); _state: import("./anim-state.js").AnimState; _parent: import("./anim-blend-tree.js").AnimBlendTree; _name: string; _point: number | Vec2; _pointLength: number; _speed: number; _weightedSpeed: number; _weight: number; _animTrack: any; get parent(): import("./anim-blend-tree.js").AnimBlendTree; get name(): string; get path(): string; get point(): number | Vec2; get pointLength(): number; set weight(value: number); get weight(): number; get normalizedWeight(): number; get speed(): number; get absoluteSpeed(): number; set weightedSpeed(weightedSpeed: number); get weightedSpeed(): number; set animTrack(value: any); get animTrack(): any; } import { Vec2 } from '../../../core/math/vec2.js';