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<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the spot angle of a Light as an animation target. </TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#SPOT_EXPONENT">SPOT_EXPONENT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the spot exponent of a Light as an animation target. </TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#TRANSLATION">TRANSLATION</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the translation component of the transformation of a Transformable object as an animation target.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#VISIBILITY">VISIBILITY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the rendering enable flag of a Node as an animation target.</TD>
</TR>
</TABLE>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->

<A NAME="constructor_summary"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TD COLSPAN=2><FONT SIZE="+2">
<B>Constructor Summary</B></FONT></TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#AnimationTrack(javax.microedition.m3g.KeyframeSequence, int)">AnimationTrack</A></B>(<A HREF="../../../javax/microedition/m3g/KeyframeSequence.html">KeyframeSequence</A>&nbsp;sequence,               int&nbsp;property)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates an animation track with the given keyframe sequence targeting the given property. </TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

<A NAME="method_summary"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TD COLSPAN=2><FONT SIZE="+2">
<B>Method Summary</B></FONT></TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../javax/microedition/m3g/AnimationController.html">AnimationController</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#getController()">getController</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Retrieves the animation controller used for controlling this animation track.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../javax/microedition/m3g/KeyframeSequence.html">KeyframeSequence</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#getKeyframeSequence()">getKeyframeSequence</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the keyframe sequence object which defines the keyframe values for this animation track.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#getTargetProperty()">getTargetProperty</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the property targeted by this AnimationTrack. </TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#setController(javax.microedition.m3g.AnimationController)">setController</A></B>(<A HREF="../../../javax/microedition/m3g/AnimationController.html">AnimationController</A>&nbsp;controller)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the animation controller to be used for controlling this animation track. </TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_javax.microedition.m3g.Object3D"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TD><B>Methods inherited from class javax.microedition.m3g.<A HREF="../../../javax/microedition/m3g/Object3D.html">Object3D</A></B></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../javax/microedition/m3g/Object3D.html#addAnimationTrack(javax.microedition.m3g.AnimationTrack)">addAnimationTrack</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#animate(int)">animate</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#duplicate()">duplicate</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#find(int)">find</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#getAnimationTrack(int)">getAnimationTrack</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#getAnimationTrackCount()">getAnimationTrackCount</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#getReferences(javax.microedition.m3g.Object3D[])">getReferences</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#getUserID()">getUserID</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#getUserObject()">getUserObject</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#removeAnimationTrack(javax.microedition.m3g.AnimationTrack)">removeAnimationTrack</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#setUserID(int)">setUserID</A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#setUserObject(java.lang.Object)">setUserObject</A></CODE></TD>
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</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TD><B>Methods inherited from class java.lang.Object</B></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

<A NAME="field_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
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<TD COLSPAN=1><FONT SIZE="+2">
<B>Field Detail</B></FONT></TD>
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</TABLE>

<A NAME="ALPHA"><!-- --></A><H3>
ALPHA</H3>
<PRE>
public static final int <B>ALPHA</B></PRE>
<DL>
<DD><p>Specifies the alpha factor of a Node, or the alpha component of the Background color, Material diffuse color, or VertexBuffer default color as an animation target. The interpolated value is clamped to the range [0, 1].</p> <p>Number of components required: 1</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.ALPHA">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="AMBIENT_COLOR"><!-- --></A><H3>
AMBIENT_COLOR</H3>
<PRE>
public static final int <B>AMBIENT_COLOR</B></PRE>
<DL>
<DD><p>Specifies the ambient color of a Material as an animation target. The interpolated value of each color component is clamped to the range [0, 1].</p> <p>Number of components required: 3 (RGB)</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.AMBIENT_COLOR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COLOR"><!-- --></A><H3>
COLOR</H3>
<PRE>
public static final int <B>COLOR</B></PRE>
<DL>
<DD><p>Specifies the color of a Light, Background, or Fog, or the texture blend color in Texture2D, or the VertexBuffer default color as an animation target. The interpolated value of each color component is clamped to the range [0, 1].</p> <p>Note that the alpha component of the background color or default color is targeted separately using the identifier <code>ALPHA</code> (the other <code>COLOR</code> targets do not have an alpha component).</p> <p>Number of components required: 3 (RGB)</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.COLOR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="CROP"><!-- --></A><H3>
CROP</H3>
<PRE>
public static final int <B>CROP</B></PRE>
<DL>
<DD><p>Specifies the cropping parameters of a Sprite3D or Background as an animation target. The required parameters are the X and Y coordinates of the crop rectangle upper left corner, and the width and height of the crop rectangle, in that order.</p> <p>The X and Y parameters may take on any value, regardless of whether the target object is a Sprite3D or Background. The width and height, however, have differing limits depending on the target.</p> <p>In case of a Background target, negative values of width and height are clamped to zero. In case of a Sprite3D target, they are clamped to the range [-N, N], where N is the implementation specific maximum sprite crop size. Recall that negative values of width and height cause the displayed image to be flipped in the corresponding dimensions.</p> <p>Number of components required: 2 (X, Y) or 4 (X, Y, width, height)</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.CROP">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY"><!-- --></A><H3>
DENSITY</H3>
<PRE>
public static final int <B>DENSITY</B></PRE>
<DL>
<DD><p>Specifies the fog density in Fog as an animation target. If the interpolated value is negative, it is clamped to zero.</p> <p>Number of components required: 1</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.DENSITY">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DIFFUSE_COLOR"><!-- --></A><H3>
DIFFUSE_COLOR</H3>
<PRE>
public static final int <B>DIFFUSE_COLOR</B></PRE>
<DL>
<DD><p>Specifies the diffuse color of a Material as an animation target. The interpolated value of each color component is clamped to the range [0, 1].</p> <p>Note that the alpha component of the diffuse color is targeted separately, using the identifier <code>ALPHA</code>.</p> <p>Number of components required: 3 (RGB)</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.DIFFUSE_COLOR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="EMISSIVE_COLOR"><!-- --></A><H3>
EMISSIVE_COLOR</H3>
<PRE>
public static final int <B>EMISSIVE_COLOR</B></PRE>
<DL>
<DD><p>Specifies the emissive color of a Material as an animation target. The interpolated values of the color components are clamped to the range [0, 1].</p> <p>Number of components required: 3 (RGB)</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.EMISSIVE_COLOR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="FAR_DISTANCE"><!-- --></A><H3>
FAR_DISTANCE</H3>
<PRE>
public static final int <B>FAR_DISTANCE</B></PRE>
<DL>
<DD><p>Specifies the far distance of a Camera or Fog as an animation target. In case of a Camera target in perspective mode, negative values and zero are clamped to the smallest representable positive number. In case of a Fog target, or a camera target in parallel mode, the value is not clamped.</p> <p>Animating any of the camera parameters (near, far, field of view) only has an effect if the camera is in perspective or parallel mode.</p> <p>Number of components required: 1</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.FAR_DISTANCE">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="FIELD_OF_VIEW"><!-- --></A><H3>
FIELD_OF_VIEW</H3>
<PRE>
public static final int <B>FIELD_OF_VIEW</B></PRE>
<DL>
<DD><p>Specifies the field of view of a Camera as an animation target. The interpolated value is clamped to the range (0, 180) in case of a perspective Camera. In case of a parallel camera, negative values and zero are clamped to the smallest representable positive number.</p> <p>Animating any of the camera parameters (near, far, field of view) only has an effect if the camera is in perspective or parallel mode.</p> <p>Number of components required: 1</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.FIELD_OF_VIEW">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="INTENSITY"><!-- --></A><H3>
INTENSITY</H3>
<PRE>
public static final int <B>INTENSITY</B></PRE>
<DL>
<DD><p>Specifies the intensity of a Light as an animation target.</p> <p>Number of components required: 1</p>
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#javax.microedition.m3g.AnimationTrack.INTENSITY">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="MORPH_WEIGHTS"><!-- --></A><H3>
MORPH_WEIGHTS</H3>
<PRE>
public static final int <B>MORPH_WEIGHTS</B></PRE>
<DL>
<DD><p>Specifies the morph target weights of a <A HREF="../../../javax/microedition/m3g/MorphingMesh.html"><CODE>MorphingMesh</CODE></A> as an animation target. If there are N morph targets in the target mesh, the associated keyframes should be N-element vectors.</p>  <p>Since there is no direct reference from this object to its associated MorphingMesh node, there is no way to check at construction time that the number of vector components matches the number of morph targets. Denoting the number of components in the keyframe vectors by V, the following rules apply in case of a mismatch:</p> <p>If V &lt; N, then morph target weights are set as</p>  <blockquote> w[i] = v[i], for 0 &lt;= i &lt; V<br> w[i] = 0.0, for V &lt;= i &lt; N </blockquote> <p>If V &gt; N, then morph target weights are set as</p>  <blockquote> w[i] = v[i], for 0 &lt;= i &lt; N<br> v[i] ignored for N &lt;= i &lt; V </blockquote> <p>Number of components required: N</p>

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