declare namespace pc { /** * @name pc.Node * @class A animation node has a name and contains an array of keyframes. * @description Create a new animation node * @returns {pc.Node} A new pc.Node. */ class Node { } /** * @name pc.Animation * @property {String} name Human-readable name of the animation * @property {Number} duration Duration of the animation in seconds. * @class An animation is a sequence of keyframe arrays which map to the nodes of a skeletal hierarchy. * It controls how the nodes of the hierarchy are transformed over time. * @returns {pc.Animation} A new pc.Animation object. */ class Animation { name: string; duration: number; /** * @function * @name pc.Animation#getNode * @description Gets a {@link pc.Node} by name * @param {String} name The name of the pc.Node * @returns {pc.Node} The pc.Node with the specified name * @author Will Eastcott */ getNode(name: string): pc.Node; /** * @readonly * @name pc.Animation#nodes * @type pc.Node[] * @description A read-only property to get array of animation nodes */ readonly nodes: pc.Node[]; /** * @function * @name pc.Animation#addNode * @description Adds a node to the internal nodes array. * @param {pc.Node} node The node to add. * @author Will Eastcott */ addNode(node: pc.Node): void; } }