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API Documentation

  1 /*
  2 GLGE WebGL Graphics Engine
  3 Copyright (c) 2010, Paul Brunt
  4 All rights reserved.
  5 
  6 Redistribution and use in source and binary forms, with or without
  7 modification, are permitted provided that the following conditions are met:
  8     * Redistributions of source code must retain the above copyright
  9       notice, this list of conditions and the following disclaimer.
 10     * Redistributions in binary form must reproduce the above copyright
 11       notice, this list of conditions and the following disclaimer in the
 12       documentation and/or other materials provided with the distribution.
 13     * Neither the name of GLGE nor the
 14       names of its contributors may be used to endorse or promote products
 15       derived from this software without specific prior written permission.
 16 
 17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 20 DISCLAIMED. IN NO EVENT SHALL PAUL BRUNT BE LIABLE FOR ANY
 21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 27 */
 28 
 29 /**
 30  * @fileOverview
 31  * @name glge_actionchannel.js
 32  * @author me@paulbrunt.co.uk
 33  */
 34 
 35 
 36 (function(GLGE){
 37 
 38 
 39 /**
 40 * @class Class defining a channel of animation for an action
 41 * @param {string} uid a unique reference string for this object
 42 * @augments GLGE.QuickNotation
 43 * @augments GLGE.JSONLoader
 44 */
 45 GLGE.ActionChannel=function(uid){
 46 	GLGE.Assets.registerAsset(this,uid);
 47 }
 48 GLGE.augment(GLGE.QuickNotation,GLGE.ActionChannel);
 49 GLGE.augment(GLGE.JSONLoader,GLGE.ActionChannel);
 50 /**
 51 * Sets the name/object of the bone channel
 52 * @param {string} name the name of the bone channel
 53 */
 54 GLGE.ActionChannel.prototype.setTarget=function(object){
 55 	this.target=object;
 56 };
 57 /**
 58 * Sets the animation for this channel
 59 * @param {GLGE.AnimationVector} animation the animation vector for this channel
 60 */
 61 GLGE.ActionChannel.prototype.setAnimation=function(animation){
 62 	this.animation=animation;
 63 };
 64 /**
 65 * Gets the name/object of the bone channel
 66 * @returns {string} the name of the bone channel
 67 */
 68 GLGE.ActionChannel.prototype.getTarget=function(){
 69 	return this.target;
 70 };
 71 /**
 72 * Gets the animation vector for this channel
 73 * @returns {GLGE.AnimationVector} the animation vector for this channel
 74 */
 75 GLGE.ActionChannel.prototype.getAnimation=function(){
 76 	return this.animation;
 77 };
 78 
 79 })(GLGE);
 80