Struct Animation

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pub struct Animation { /* private fields */ }
Expand description

An animation drawable object make sure to restart the animation when adding it to the ECS if you don’t have loop animation enabled

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impl Animation

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pub fn new_from_images( albedo: Texture, height: Texture, roughness: Texture, normal: Normal, num_frames: usize, time_between_frames: Duration, loop_animation: bool, entities_and_components: &mut EntitiesAndComponents, ) -> (Self, Vec<TextureHandle>, Vec<TextureHandle>, Vec<TextureHandle>, Vec<TextureHandle>)

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pub fn new_from_spritesheet( albedo: Texture, height: Texture, roughness: Texture, normal: Normal, num_frames: usize, time_between_frames: Duration, loop_animation: bool, entities_and_components: &mut EntitiesAndComponents, ) -> (Self, Vec<TextureHandle>, Vec<TextureHandle>, Vec<TextureHandle>, Vec<TextureHandle>)

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pub fn new_from_handles( albedo: Vec<TextureHandle>, height: Vec<TextureHandle>, roughness: Vec<TextureHandle>, normal: Vec<TextureHandle>, time_between_frames: Duration, loop_animation: bool, entities_and_components: &mut EntitiesAndComponents, ) -> Self

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pub fn restart_animation( &mut self, entities_and_components: &EntitiesAndComponents, )

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pub fn set_current_time(&mut self, current_time: AnimationTimeElapsed)

Methods from Deref<Target = Animation>§

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pub fn restart_animation(&mut self)

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pub fn set_time(&mut self, time: AnimationTimeElapsed)

Trait Implementations§

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impl Clone for Animation

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fn clone(&self) -> Animation

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Deref for Animation

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type Target = Animation

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for Animation

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.
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impl Drawable for Animation

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fn draw_albedo( &self, program: &LumenpyxProgram, transform: &Transform, albedo_framebuffer: &mut SimpleFrameBuffer<'_>, )

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fn draw_height( &self, program: &LumenpyxProgram, transform: &Transform, height_framebuffer: &mut SimpleFrameBuffer<'_>, )

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fn draw_normal( &self, program: &LumenpyxProgram, transform: &Transform, normal_framebuffer: &mut SimpleFrameBuffer<'_>, )

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fn draw_roughness( &self, program: &LumenpyxProgram, transform: &Transform, roughness_framebuffer: &mut SimpleFrameBuffer<'_>, )

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fn set_transform(&mut self, transform: Transform)

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fn try_load_shaders(&self, program: &mut LumenpyxProgram)

Load the shaders for the object This is called every frame, so make sure to check if the shader is already loaded or your performance will suffer
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fn get_transform(&self) -> Transform

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fn get_recieve_shadows_strength(&self) -> f32

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