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@@ -569,7 +569,7 @@ THREE.SEA3D.Animator.prototype.getTimeScale = function() {
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THREE.SEA3D.Animator.prototype.updateTimeScale = function() {
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- this.currentAnimationAction.setEffectiveTimeScale( this.timeScale * ( this.currentAnimation ? this.currentAnimation.timeScale : 1 ) );
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+ this.mixer.timeScale = this.timeScale * ( this.currentAnimation ? this.currentAnimation.timeScale : 1 );
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};
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@@ -580,7 +580,7 @@ THREE.SEA3D.Animator.prototype.play = function( name, crossfade, offset, weight
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if ( animation == this.currentAnimation ) {
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if ( offset !== undefined || ! animation.loop ) this.currentAnimationAction.time = offset !== undefined ? offset :
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- ( this.currentAnimationAction.timeScale >= 0 ? 0 : this.currentAnimation.duration );
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+ ( this.mixer.timeScale >= 0 ? 0 : this.currentAnimation.duration );
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this.currentAnimationAction.setEffectiveWeight( weight !== undefined ? weight : 1 );
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this.currentAnimationAction.paused = false;
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@@ -605,7 +605,7 @@ THREE.SEA3D.Animator.prototype.play = function( name, crossfade, offset, weight
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this.updateTimeScale();
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if ( offset !== undefined || ! animation.loop ) this.currentAnimationAction.time = offset !== undefined ? offset :
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- ( this.currentAnimationAction.timeScale >= 0 ? 0 : this.currentAnimation.duration );
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+ ( this.mixer.timeScale >= 0 ? 0 : this.currentAnimation.duration );
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this.currentAnimationAction.setEffectiveWeight( weight !== undefined ? weight : 1 );
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@@ -928,9 +928,7 @@ THREE.SEA3D.SkinnedMesh = function( geometry, material, useVertexTexture ) {
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THREE.SEA3D.SkinnedMesh.prototype = Object.create( THREE.SkinnedMesh.prototype );
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THREE.SEA3D.SkinnedMesh.prototype.constructor = THREE.SEA3D.SkinnedMesh;
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-Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Object3D.prototype );
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-
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-Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Animator.prototype );
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+Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Mesh.prototype, THREE.SEA3D.Animator.prototype );
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THREE.SEA3D.SkinnedMesh.prototype.boneByName = function( name ) {
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@@ -975,9 +973,7 @@ THREE.SEA3D.VertexAnimationMesh = function( geometry, material ) {
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THREE.SEA3D.VertexAnimationMesh.prototype = Object.create( THREE.Mesh.prototype );
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THREE.SEA3D.VertexAnimationMesh.prototype.constructor = THREE.SEA3D.VertexAnimationMesh;
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-Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Object3D.prototype );
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-
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-Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Animator.prototype );
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+Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Mesh.prototype, THREE.SEA3D.Animator.prototype );
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THREE.SEA3D.VertexAnimationMesh.prototype.copy = function( source ) {
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