RotateAnimation
Descriptionβ
This component creates an animation on an entity.
Propertiesβ
Property | Type | Default | Description |
---|---|---|---|
target | eid | undefined | The target object to animate. If not specified, the animation is run on the object that the component is attached to. |
fromX | number | 0 | The starting X coordinate for the animation. |
fromY | number | 0 | The starting Y coordinate for the animation. |
fromZ | number | 0 | The starting Z coordinate for the animation. |
toX | number | 0 | The target X coordinate for the animation. |
toY | number | 0 | The target Y coordinate for the animation. |
toZ | number | 0 | The target Z coordinate for the animation. |
autoFrom | boolean | false | If enabled, ignore 'fromX/Y/Z' properties and animate from the state of the object at the start of the animation. |
duration | number | 1000 | Length of time that the animation runs in milliseconds. |
loop | boolean | true | If enabled, repeat the animation. |
reverse | boolean | false | Whether to play in reverse, if loop set. |
easeIn | boolean | false | If enabled, easing function will be applied over time instead of straight interpolation |
easeOut | boolean | false | If enabled, easing function will be applied over time instead of straight interpolation |
easingFunction | string | 'Quadratic' | Choose from Quadratic, Cubic, Quartic, Quintic, Sinusoidal, Exponential, Circular, Elastic, Back, and Bounce |
shortestPath | boolean | false | If enabled, The animation will take the shortest path to completion. |
Functionsβ
Getβ
Returns a read-only reference.
Example
ecs.RotateAnimation.get(world, component.eid)
Setβ
Ensures the component exists on the entity, then assigns the (optional) data to the component.
Example
ecs.RotateAnimation.set(world, component.eid, {
from: {
x: 0,
y: 0,
z: 0
},
to: {
x: 0,
y: 0,
z: 0
},
autoFrom: false,
duration: 1000,
loop: true,
reverse: false,
easeIn: false,
easeOut: false,
easingFunction: 'Quadratic'
})
Mutateβ
Perform an update to the component within a callback function. Return true
to indicate no changes made.
Example
ecs.RotateAnimation.mutate(world, component.eid, (cursor) => {
cursor.to.z = 90;
cursor.duration = 1500;
return false;
})
Removeβ
Removes the component from the entity.
Example
ecs.RotateAnimation.remove(world, component.eid)
Hasβ
Returns true
if the component is present on the entity.
Example
ecs.RotateAnimation.has(world, component.eid)
Resetβ
Adds, or resets the component to its default state.
Example
ecs.RotateAnimation.reset(world, component.eid)
Advanced Functionsβ
Cursorβ
Returns a mutable reference. Cursors are reused so only one cursor for each component can exist at a time.
Example
ecs.RotateAnimation.cursor(world, component.eid)
Acquireβ
Same behavior as cursor, but commit must be called after the cursor is done being used.
Example
ecs.RotateAnimation.acquire(world, component.eid)
Commitβ
Called after acquire. An optional third argument determines whether the cursor was mutated or not.
Example
ecs.RotateAnimation.commit(world, component.eid)
ecs.RotateAnimation.commit(world, component.eid, false)
Dirtyβ
Mark the entity as having been mutated. Only needed in a specific case where systems are mutating data.
Example
ecs.RotateAnimation.dirty(world, component.eid)