import { Skeleton } from '../data/Skeleton'; import { SkeletonPose } from '../data/SkeletonPose'; import { SkeletonNaryLERPNode } from '../nodes/SkeletonNaryLERPNode'; import { AnimationStateBase } from './AnimationStateBase'; import { ISkeletonAnimationState } from './ISkeletonAnimationState'; import { AnimatorBase } from '../AnimatorBase'; /** * */ export declare class SkeletonNaryLERPState extends AnimationStateBase implements ISkeletonAnimationState { private _skeletonAnimationNode; private _skeletonPose; private _skeletonPoseDirty; private _blendWeights; private _inputs; constructor(animator: AnimatorBase, skeletonAnimationNode: SkeletonNaryLERPNode); /** * @inheritDoc */ phase(value: number): void; /** * @inheritDoc */ _pUdateTime(time: number): void; /** * Returns the current skeleton pose of the animation in the clip based on the internal playhead position. */ getSkeletonPose(skeleton: Skeleton): SkeletonPose; /** * Returns the blend weight of the skeleton aniamtion node that resides at the given input index. * * @param index The input index for which the skeleton animation node blend weight is requested. */ getBlendWeightAt(index: number): number; /** * Sets the blend weight of the skeleton aniamtion node that resides at the given input index. * * @param index The input index on which the skeleton animation node blend weight is to be set. * @param blendWeight The blend weight value to use for the given skeleton animation node index. */ setBlendWeightAt(index: number, blendWeight: number): void; /** * @inheritDoc */ _pUpdatePositionDelta(): void; /** * Updates the output skeleton pose of the node based on the blend weight values given to the input nodes. * * @param skeleton The skeleton used by the animator requesting the ouput pose. */ private updateSkeletonPose; } //# sourceMappingURL=SkeletonNaryLERPState.d.ts.map