import { ShaderBase } from '@awayjs/renderer'; import { _Render_Shape } from '../renderables/Shape'; import { ParticleAnimationSet } from './ParticleAnimationSet'; import { AnimatorBase } from './AnimatorBase'; /** * Provides an interface for assigning paricle-based animation data sets to sprite-based entity objects * and controlling the various available states of animation through an interative playhead that can be * automatically updated or manually triggered. * * Requires that the containing geometry of the parent sprite is particle geometry * * @see away.base.ParticleAnimator */ export declare class ParticleAnimator extends AnimatorBase { private _particleAnimationSet; private _animationParticleStates; private _animatorParticleStates; private _timeParticleStates; private _totalLenOfOneVertex; private _animatorSubGeometries; /** * Creates a new ParticleAnimator object. * * @param particleAnimationSet The animation data set containing the particle animations used by the animator. */ constructor(particleAnimationSet: ParticleAnimationSet); /** * @inheritDoc */ clone(): AnimatorBase; /** * @inheritDoc */ setRenderState(shader: ShaderBase, renderable: _Render_Shape): void; /** * @inheritDoc */ testGPUCompatibility(shader: ShaderBase): void; /** * @inheritDoc */ start(): void; /** * @inheritDoc */ _pUpdateDeltaTime(dt: number): void; /** * @inheritDoc */ resetTime(offset?: number): void; dispose(): void; private getAnimatorElements; } //# sourceMappingURL=ParticleAnimator.d.ts.map