A looping whole-body action - working at something, or boxing - replayed from the pure pose model in action.js. More...
UseAnim and FightAnim are this with action set. Every angle comes from action.js; nothing is authored here.
See also UseAnim, FightAnim, and Character::actionPoseAt().
action : string |
Which action: "use" or "fight".
cycle : int |
How many whole cycles have played since this started.
The model reads it: a working loop that is the same every time is noticed as a loop within a minute and a half, so action.js makes every fourth cycle's settle a proper look up. Deterministic - the variation is a function of the count, never of a random draw - so a recording of the loop is the same recording twice.
cycleMs : real |
One full cycle in milliseconds.
entity : var |
The Character whose joints this writes.
handPose : string |
What the hands are shaped like while this runs, "" when it is not running - a fist for the fight, a loose hand for the work.
Character reads it: an activity that closes the hands has to be able to say so, and before this existed a punch was thrown with an open hand.
intensity : real |
0 is unhurried, 1 is hard at it. Changes the speed of the cycle and the size of the movement, never the shape of the pose.
phase : real |
Where in the cycle it is, 0..1. Set it with the animation stopped to hold one frame of the action.
table : var |
The derived numbers the cycle is replayed from.
workHeight : real |
Where the work is: 0 a table at the waist, 0.5 a counter at the chest, 1 a shelf at head height. Ignored by the fight.
void apply(real t) |
Writes the pose at phase t onto the entity, running or not.
What the sheet uses to freeze a figure mid-action.