import { Skeleton } from '../data/Skeleton'; import { SkeletonPose } from '../data/SkeletonPose'; import { SkeletonClipNode } from '../nodes/SkeletonClipNode'; import { AnimationClipState } from './AnimationClipState'; import { ISkeletonAnimationState } from './ISkeletonAnimationState'; import { AnimatorBase } from '../AnimatorBase'; /** * */ export declare class SkeletonClipState extends AnimationClipState implements ISkeletonAnimationState { private _rootPos; private _frames; private _skeletonClipNode; private _skeletonPose; private _skeletonPoseDirty; private _currentPose; private _nextPose; /** * Returns the current skeleton pose frame of animation in the clip based on the internal playhead position. */ get currentPose(): SkeletonPose; /** * Returns the next skeleton pose frame of animation in the clip based on the internal playhead position. */ get nextPose(): SkeletonPose; constructor(animator: AnimatorBase, skeletonClipNode: SkeletonClipNode); /** * Returns the current skeleton pose of the animation in the clip based on the internal playhead position. */ getSkeletonPose(skeleton: Skeleton): SkeletonPose; /** * @inheritDoc */ _pUpdateTime(time: number): void; /** * @inheritDoc */ _pUpdateFrames(): void; /** * Updates the output skeleton pose of the node based on the internal playhead position. * * @param skeleton The skeleton used by the animator requesting the ouput pose. */ private updateSkeletonPose; /** * @inheritDoc */ _pUpdatePositionDelta(): void; } //# sourceMappingURL=SkeletonClipState.d.ts.map