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
Implementations§
Source§impl Animation
impl Animation
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>)
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>)
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
pub fn restart_animation( &mut self, entities_and_components: &EntitiesAndComponents, )
pub fn set_current_time(&mut self, current_time: AnimationTimeElapsed)
Methods from Deref<Target = Animation>§
pub fn restart_animation(&mut self)
pub fn set_time(&mut self, time: AnimationTimeElapsed)
Trait Implementations§
Source§impl Drawable for Animation
impl Drawable for Animation
fn draw_albedo( &self, program: &LumenpyxProgram, transform: &Transform, albedo_framebuffer: &mut SimpleFrameBuffer<'_>, )
fn draw_height( &self, program: &LumenpyxProgram, transform: &Transform, height_framebuffer: &mut SimpleFrameBuffer<'_>, )
fn draw_normal( &self, program: &LumenpyxProgram, transform: &Transform, normal_framebuffer: &mut SimpleFrameBuffer<'_>, )
fn draw_roughness( &self, program: &LumenpyxProgram, transform: &Transform, roughness_framebuffer: &mut SimpleFrameBuffer<'_>, )
fn set_transform(&mut self, transform: Transform)
Source§fn try_load_shaders(&self, program: &mut LumenpyxProgram)
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
fn get_transform(&self) -> Transform
fn get_recieve_shadows_strength(&self) -> f32
Auto Trait Implementations§
impl Freeze for Animation
impl RefUnwindSafe for Animation
impl Send for Animation
impl Sync for Animation
impl Unpin for Animation
impl UnwindSafe for Animation
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
Source§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.