提交 43dd9cff 编写于 作者: J Jost Schmithals

additions to animation docs modified after review, page.css reverted (for extra PR)

上级 1020fda4
......@@ -16,7 +16,7 @@
Note: Most of AnimationAction's methods can be chained.<br /><br />
For an overview over the different elements of the three.js animation system see the
For an overview of the different elements of the three.js animation system see the
"Animation System" article in the "Next Steps" section of the manual.
</div>
......@@ -30,8 +30,8 @@
[page:AnimationClip clip] - the *AnimationClip* that holds the animation data for this action.<br />
[page:Object3D localRoot] - the root object on which this action is performed.<br /><br />
Note: Instead of calling this constructor directly you can instantiate an AnimationAction with
[page:AnimationMixer.clipAction].
Note: Instead of calling this constructor directly you should instantiate an AnimationAction with
[page:AnimationMixer.clipAction] since this method provides caching for better performance.
</div>
......@@ -40,17 +40,16 @@
<h3>[property:Boolean clampWhenFinished]</h3>
<div>
If *clampWhenFinished* is set to true, [page:.paused paused] will automatically be switched to
true, when the last loop of the action has finished. Therefore the last frame of the animation
will be hold as the final state.<br /><br />
If *clampWhenFinished* is set to true the animation will automatically be [page:.paused paused]
on its last frame.<br /><br />
If *clampWhenFinished* is set to false, [page:.enabled enabled] will automatically be switched
to false, when the last loop of the action has finished, so that this action has no further
to false when the last loop of the action has finished, so that this action has no further
impact.<br /><br />
Default is false.<br /><br />
Note: *clampWhenFinished* has no impact, if the action is interrupted (it has only an effect if
Note: *clampWhenFinished* has no impact if the action is interrupted (it has only an effect if
its last loop has really finished).
</div>
......@@ -58,11 +57,11 @@
<div>
Setting *enabled* to *false* disables this action, so that it has no impact. Default is *true*.<br /><br />
When the action is re-enabled, the animation continues from its current point of [page:.time time]
When the action is re-enabled, the animation continues from its current [page:.time time]
(setting *enabled* to *false* doesn't reset the action).<br /><br />
Note: Setting *enabled* to *true* doesn’t automatically restart the animation. Setting *enabled*
to *true* will only restart the animation immediately, if the following condition is fulfilled:
to *true* will only restart the animation immediately if the following condition is fulfilled:
[page:.paused paused] is *false*, this action has not been deactivated in the meantime (by
executing a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight]
nor [page:.timeScale timeScale] is 0.
......@@ -85,16 +84,6 @@
<div>
Setting *paused* to *true* pauses the execution of the action by setting the effective time scale
to 0. Default is *false*.<br /><br />
Setting *paused* to *true* doesn’t reset the action. The action can be continued from this point
of time by setting *paused* to false afterwards. Unlike setting [page:.enabled enabled] to false
the current frame will be shown statically during pausing.<br /><br />
Note: Setting *paused* to *false* doesn’t automatically restart the animation. Setting *paused* to
*false* will only restart the animation immediately, if the following condition is fulfilled:
[page:.enabled enabled] is *true*, this action has not been deactivated in the meantime (by executing
a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight] nor
[page:.timeScale timeScale] is 0.
</div>
<h3>[property:Number repetitions]</h3>
......@@ -230,10 +219,10 @@
<h3>[method:Boolean isRunning]()</h3>
<div>
Returns true, if this action is not only activated in the mixer, but really playing (as opposed
to [page:.isScheduled isScheduled]).<br /><br />
Returns true if this action is activated in the mixer and currently playing (as opposed to
[page:.isScheduled isScheduled]).<br /><br />
In addition to the activation in the mixer the following conditions must be fulfilled:
In addition to being activated in the mixer the following conditions must be fulfilled:
[page:.paused paused] is equal to false, [page:.enabled enabled] is equal to true,
[page:.timeScale timeScale] is different from 0, and there is no scheduling for a delayed start
([page:.startAt startAt]).
......@@ -280,8 +269,8 @@
<div>
Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
If [page:.paused paused] is false, the effective time scale (an internal property) will be set
to this value, too; otherwise the effective time scale (directly affecting the animation at
If [page:.paused paused] is false, the effective time scale (an internal property) will also be set
to this value; otherwise the effective time scale (directly affecting the animation at
this moment) will be set to 0.<br /><br />
Note: .*paused* will not be switched to *true* automatically, if .*timeScale* is set to 0 by
......@@ -292,9 +281,9 @@
<div>
Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
If [page:.enabled enabled] is true, the effective weight (an internal property) will be set to
this value, too; otherwise the effective weight (directly affecting the animation at this
moment) will be set to 0.<br /><br />
If [page:.enabled enabled] is true, the effective weight (an internal property) will also be set
to this value; otherwise the effective weight (directly affecting the animation at this moment)
will be set to 0.<br /><br />
Note: .*enabled* will not be switched to *false* automatically, if .*weight* is set to 0 by
this method.
......@@ -320,7 +309,7 @@
<div>
Tells the mixer to deactivate this action. This method can be chained.<br /><br />
The action will be immediately stopped and completely resetted (calling [page:.reset reset] internally).<br /><br />
The action will be immediately stopped and completely [page:.reset reset].<br /><br />
Note: You can stop all active actions on the same mixer in one go via
[page:AnimationMixer.stopAllAction mixer.stopAllAction].
......
......@@ -12,7 +12,8 @@
<div class="desc">
An AnimationClip is a reusable set of keyframe tracks which represent an animation.<br /><br />
For an overview over the different elements of the three.js animation system see the
For an overview of the different elements of the three.js animation system see the
"Animation System" article in the "Next Steps" section of the manual.
</div>
......
......@@ -15,7 +15,7 @@
multiple objects in the scene are animated independently, one AnimationMixer may be used for
each object.<br /><br />
For an overview over the different elements of the three.js animation system see the
For an overview of the different elements of the three.js animation system see the
"Animation System" article in the "Next Steps" section of the manual.
</div>
......
......@@ -12,7 +12,7 @@
<div class="desc">A group of objects that receives a shared animation state.<br /><br />
For an overview over the different elements of the three.js animation system see the
For an overview of the different elements of the three.js animation system see the
"Animation System" article in the "Next Steps" section of the manual.
</div>
......
......@@ -16,7 +16,7 @@
which are composed of lists of times and related values, and which are used to animate a
specific property of an object.<br /><br />
For an overview over the different elements of the three.js animation system see the
For an overview of the different elements of the three.js animation system see the
"Animation System" article in the "Next Steps" section of the manual.<br /><br />
In contrast to the animation hierarchy of the
......
......@@ -24,9 +24,9 @@
To achieve all this in one homogeneous system, the three.js animation system
[link:https://github.com/mrdoob/three.js/issues/6881 has completely changed in 2015]
(be aware of outdated informations!), and it has now an architecture similar to
Unity/Unreal Engine 4. Here is a short overview over its main components and how
they work together:
(be aware of outdated information!), and it has now an architecture similar to
Unity/Unreal Engine 4. This page gives a short overview of the main components of the
system and how they work together.
</div>
......@@ -41,9 +41,9 @@
properties of the loaded mesh should be an array named "animations", containing the
[page:AnimationClip AnimationClips] for this model (see a list of possible loaders below).<br /><br />
Each *AnimationClip* usually holds the data for a certain activity of the object. For
example there can be one AnimationClip for a walkcycle, a second for a jump, a third for
sidestepping and so on (assumed the object is a character).
Each *AnimationClip* usually holds the data for a certain activity of the object. If the
mesh is a character, for example, there may be one AnimationClip for a walkcycle, a second
for a jump, a third for sidestepping and so on.
</div>
......@@ -60,8 +60,8 @@
Assumed the model has [page:Geometry.morphTargets morph targets] (for example one morph
target showing a friendly face and another showing an angry face), each track holds the
information, how the [page:Mesh.morphTargetInfluences influence] of a certain morph target
changes during the performance of the clip.
information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph
target changes during the performance of the clip.
</div>
......@@ -69,10 +69,10 @@
<div class="desc">
The stored data form only the basis for the animations. Of course a playback software is
needed, too: in three.js this is the [page:AnimationMixer]. You can imagine this not only
as a player for animations, but as a simulation of a hardware like a real mixer console,
which can control several animations simultaneously, blending and merging them.
The stored data form only the basis for the animations - actual playback is controlled by
the [page:AnimationMixer]. You can imagine this not only as a player for animations, but
as a simulation of a hardware like a real mixer console, which can control several animations
simultaneously, blending and merging them.
</div>
......@@ -84,8 +84,8 @@
can be controlled by the [page:AnimationAction AnimationActions]. By configuring an
*AnimationAction* you can determine when a certain *AnimationClip* shall be played, paused
or stopped on one of the mixers, if and how often the clip has to be repeated, whether it
shall be performed with a fade or a time scaling, and some things more (like crossfading or
synchronizing).
shall be performed with a fade or a time scaling, and some additional things, such crossfading
or synchronizing.
</div>
......@@ -93,7 +93,7 @@
<div class="desc">
If you want that a group of objects receives a shared animation state, you can use an
If you want a group of objects to receive a shared animation state, you can use an
[page:AnimationObjectGroup].
</div>
......@@ -102,7 +102,7 @@
<div class="desc">
Note that not all model formats include animation (OBJ notably does not), and that only some
THREE.js loaders support [page:AnimationClip AnimationClip] sequences. Several that <i>do</i>
three.js loaders support [page:AnimationClip AnimationClip] sequences. Several that <i>do</i>
support this animation type:
</div>
......
......@@ -40,11 +40,11 @@ h3 {
font-size: 16px;
font-weight: normal;
margin-top: 40px;
margin-top: 30px;
}
div {
padding-left: 30px;
/* padding-left: 30px; */
margin-bottom: 20px;
}
......@@ -56,7 +56,6 @@ pre, code {
margin-top: 20px;
margin-bottom: 20px;
}
code {
display: block;
width: -webkit-calc( 100% - 40px );
......@@ -103,10 +102,10 @@ strong {
opacity: 0.5;
}
#button:hover {
#button:hover {
cursor: pointer;
opacity: 1;
}
}
a.permalink {
float: right;
......
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