AnimationObjectGroup constructor
AnimationObjectGroup(
- 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;
}
};
}