/** * Applies channels in this clip to given {@link AnimatedGroup}. Animations are cumulative. The * Meshes are not changed by calling this method. * * @see AnimatedGroup#resetAnimation() * @see AnimatedGroup#applyAnimation() */ public void applyTo(float time, AnimatedGroup targetGroup, float weight) { time = SkinHelper.clamp(0f, maxTime, time); for (MeshChannel channel : channels) { if (channel == null) continue; Animated3D target = targetGroup.get(channel.objectIndex); channel.applyTo(time, target, weight); } }
/** * Applies channels in this clip to given {@link Animated3D}. Animations are cumulative. The Mesh * is not changed by calling this method. * * @see Animated3D#resetAnimation() * @see Animated3D#applyAnimation() */ public void applyTo(float time, Animated3D target, float weight) { MeshChannel channel = channels[target.getIndex()]; if (channel == null) return; time = SkinHelper.clamp(0f, maxTime, time); channel.applyTo(time, target, weight); }