AnimationObjectGroup constructor

AnimationObjectGroup(
  1. List<Mesh>? items
)

items - an arbitrary number of meshes that share the same animation state.

Implementation

/// animation state.
AnimationObjectGroup(List<Mesh>? items) {
  // cached objects followed by the active ones
  _objects = items != null ? items.sublist(0) : [];

  _indicesByUUID = {}; // for bookkeeping

  if (items != null && items.isNotEmpty) {
    for (int i = 0, n = items.length; i != n; ++i) {
      _indicesByUUID[items[i].uuid] = i;
    }
  }

  _paths = []; // inside: string
  _parsedPaths = []; // inside: { we don't care, here }
  _bindings = []; // inside: Array< PropertyBinding >
  _bindingsIndicesByPath = {}; // inside: indices in these arrays

		stats = {
			'objects': {
				'total': () {
					return _objects.length;
				},
				'inUse': () {
					return _objects.length - nCachedObjects_;
				}
			},
			'bindingsPerObject': () {
				return _bindings.length;
			}
		};
}