import { Skeleton } from '../data/Skeleton'; import { SkeletonPose } from '../data/SkeletonPose'; import { SkeletonBinaryLERPNode } from '../nodes/SkeletonBinaryLERPNode'; import { AnimationStateBase } from './AnimationStateBase'; import { ISkeletonAnimationState } from './ISkeletonAnimationState'; import { AnimatorBase } from '../AnimatorBase'; /** * */ export declare class SkeletonBinaryLERPState extends AnimationStateBase implements ISkeletonAnimationState { private _blendWeight; private _skeletonAnimationNode; private _skeletonPose; private _skeletonPoseDirty; private _inputA; private _inputB; /** * Defines a fractional value between 0 and 1 representing the blending ratio between inputA (0) and inputB (1), * used to produce the skeleton pose output. * * @see inputA * @see inputB */ get blendWeight(): number; set blendWeight(value: number); constructor(animator: AnimatorBase, skeletonAnimationNode: SkeletonBinaryLERPNode); /** * @inheritDoc */ phase(value: number): void; /** * @inheritDoc */ _pUpdateTime(time: number): void; /** * Returns the current skeleton pose of the animation in the clip based on the internal playhead position. */ getSkeletonPose(skeleton: Skeleton): SkeletonPose; /** * @inheritDoc */ _pUpdatePositionDelta(): void; /** * Updates the output skeleton pose of the node based on the blendWeight value between input nodes. * * @param skeleton The skeleton used by the animator requesting the ouput pose. */ private updateSkeletonPose; } //# sourceMappingURL=SkeletonBinaryLERPState.d.ts.map