bevy::animation::prelude

Struct AnimationGraph

Source
pub struct AnimationGraph {
    pub graph: Graph<AnimationGraphNode, ()>,
    pub root: NodeIndex,
    pub mask_groups: HashMap<AnimationTargetId, u64>,
}
Expand description

A graph structure that describes how animation clips are to be blended together.

Applications frequently want to be able to play multiple animations at once and to fine-tune the influence that animations have on a skinned mesh. Bevy uses an animation graph to store this information. Animation graphs are a directed acyclic graph (DAG) that describes how animations are to be weighted and combined together. Every frame, Bevy evaluates the graph from the root and blends the animations together in a bottom-up fashion to produce the final pose.

There are three types of nodes: blend nodes, add nodes, and clip nodes, all of which can have an associated weight. Blend nodes and add nodes have no associated animation clip and combine the animations of their children according to those children’s weights. Clip nodes specify an animation clip to play. When a graph is created, it starts with only a single blend node, the root node.

For example, consider the following graph:

┌────────────┐                                      
│            │                                      
│    Idle    ├─────────────────────┐                
│            │                     │                
└────────────┘                     │                
                                   │                
┌────────────┐                     │  ┌────────────┐
│            │                     │  │            │
│    Run     ├──┐                  ├──┤    Root    │
│            │  │  ┌────────────┐  │  │            │
└────────────┘  │  │   Blend    │  │  └────────────┘
                ├──┤            ├──┘                
┌────────────┐  │  │    0.5     │                   
│            │  │  └────────────┘                   
│    Walk    ├──┘                                   
│            │                                      
└────────────┘                                      

In this case, assuming that Idle, Run, and Walk are all playing with weight 1.0, the Run and Walk animations will be equally blended together, then their weights will be halved and finally blended with the Idle animation. Thus the weight of Run and Walk are effectively half of the weight of Idle.

Nodes can optionally have a mask, a bitfield that restricts the set of animation targets that the node and its descendants affect. Each bit in the mask corresponds to a mask group, which is a set of animation targets (bones). An animation target can belong to any number of mask groups within the context of an animation graph.

When the appropriate bit is set in a node’s mask, neither the node nor its descendants will animate any animation targets belonging to that mask group. That is, setting a mask bit to 1 disables the animation targets in that group. If an animation target belongs to multiple mask groups, masking any one of the mask groups that it belongs to will mask that animation target. (Thus an animation target will only be animated if all of its mask groups are unmasked.)

A common use of masks is to allow characters to hold objects. For this, the typical workflow is to assign each character’s hand to a mask group. Then, when the character picks up an object, the application masks out the hand that the object is held in for the character’s animation set, then positions the hand’s digits as necessary to grasp the object. The character’s animations will continue to play but will not affect the hand, which will continue to be depicted as holding the object.

Animation graphs are assets and can be serialized to and loaded from RON files. Canonically, such files have an .animgraph.ron extension.

The animation graph implements RFC 51. See that document for more information.

Fields§

§graph: Graph<AnimationGraphNode, ()>

The petgraph data structure that defines the animation graph.

§root: NodeIndex

The index of the root node in the animation graph.

§mask_groups: HashMap<AnimationTargetId, u64>

The mask groups that each animation target (bone) belongs to.

Each value in this map is a bitfield, in which 0 in bit position N indicates that the animation target doesn’t belong to mask group N, and a 1 in position N indicates that the animation target does belong to mask group N.

Animation targets not in this collection are treated as though they don’t belong to any mask groups.

Implementations§

Source§

impl AnimationGraph

Source

pub fn new() -> AnimationGraph

Creates a new animation graph with a root node and no other nodes.

Examples found in repository?
examples/animation/animation_graph.rs (line 157)
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}
More examples
Hide additional examples
examples/animation/animation_masks.rs (line 354)
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
fn setup_animation_graph_once_loaded(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
    targets: Query<(Entity, &AnimationTarget)>,
) {
    for (entity, mut player) in &mut players {
        // Load the animation clip from the glTF file.
        let mut animation_graph = AnimationGraph::new();
        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);

        let animation_graph_nodes: [AnimationNodeIndex; 3] =
            std::array::from_fn(|animation_index| {
                let handle = asset_server.load(
                    GltfAssetLabel::Animation(animation_index)
                        .from_asset("models/animated/Fox.glb"),
                );
                let mask = if animation_index == 0 { 0 } else { 0x3f };
                animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
            });

        // Create each mask group.
        let mut all_animation_target_ids = HashSet::new();
        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
            MASK_GROUP_PATHS.iter().enumerate()
        {
            // Split up the prefix and suffix, and convert them into `Name`s.
            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();

            // Add each bone in the chain to the appropriate mask group.
            for chain_length in 0..=suffix.len() {
                let animation_target_id = AnimationTargetId::from_names(
                    prefix.iter().chain(suffix[0..chain_length].iter()),
                );
                animation_graph
                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
                all_animation_target_ids.insert(animation_target_id);
            }
        }

        // We're doing constructing the animation graph. Add it as an asset.
        let animation_graph = animation_graphs.add(animation_graph);
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation_graph));

        // Remove animation targets that aren't in any of the mask groups. If we
        // don't do that, those bones will play all animations at once, which is
        // ugly.
        for (target_entity, target) in &targets {
            if !all_animation_target_ids.contains(&target.id) {
                commands.entity(target_entity).remove::<AnimationTarget>();
            }
        }

        // Play the animation.
        for animation_graph_node in animation_graph_nodes {
            player.play(animation_graph_node).repeat();
        }

        // Record the graph nodes.
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
    }
}
examples/stress_tests/many_foxes.rs (line 124)
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    foxes: Res<Foxes>,
) {
    warn!(include_str!("warning_string.txt"));

    // Insert a resource with the current scene information
    let animation_clips = [
        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
    ];
    let mut animation_graph = AnimationGraph::new();
    let node_indices = animation_graph
        .add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
        .collect();
    commands.insert_resource(Animations {
        node_indices,
        graph: animation_graphs.add(animation_graph),
    });

    // Foxes
    // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
    // The foxes in each ring are spaced at least 2m apart around its circumference.'

    // NOTE: This fox model faces +z
    let fox_handle =
        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));

    let ring_directions = [
        (
            Quat::from_rotation_y(PI),
            RotationDirection::CounterClockwise,
        ),
        (Quat::IDENTITY, RotationDirection::Clockwise),
    ];

    let mut ring_index = 0;
    let mut radius = RING_SPACING;
    let mut foxes_remaining = foxes.count;

    info!("Spawning {} foxes...", foxes.count);

    while foxes_remaining > 0 {
        let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
        let ring_parent = commands
            .spawn((
                Transform::default(),
                Visibility::default(),
                ring_direction,
                Ring { radius },
            ))
            .id();

        let circumference = PI * 2. * radius;
        let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
        let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);

        for fox_i in 0..foxes_in_ring {
            let fox_angle = fox_i as f32 * fox_spacing_angle;
            let (s, c) = ops::sin_cos(fox_angle);
            let (x, z) = (radius * c, radius * s);

            commands.entity(ring_parent).with_children(|builder| {
                builder.spawn((
                    SceneRoot(fox_handle.clone()),
                    Transform::from_xyz(x, 0.0, z)
                        .with_scale(Vec3::splat(0.01))
                        .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
                ));
            });
        }

        foxes_remaining -= foxes_in_ring;
        radius += RING_SPACING;
        ring_index += 1;
    }

    // Camera
    let zoom = 0.8;
    let translation = Vec3::new(
        radius * 1.25 * zoom,
        radius * 0.5 * zoom,
        radius * 1.5 * zoom,
    );
    commands.spawn((
        Camera3d::default(),
        Transform::from_translation(translation)
            .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
    ));

    // Plane
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
    ));

    // Light
    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            first_cascade_far_bound: 0.9 * radius,
            maximum_distance: 2.8 * radius,
            ..default()
        }
        .build(),
    ));

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - return: change animation");
}
Source

pub fn from_clip(clip: Handle<AnimationClip>) -> (AnimationGraph, NodeIndex)

A convenience function for creating an AnimationGraph from a single AnimationClip.

The clip will be a direct child of the root with weight 1.0. Both the graph and the index of the added node are returned as a tuple.

Examples found in repository?
examples/animation/morph_targets.rs (line 79)
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
fn setup_animations(
    mut has_setup: Local<bool>,
    mut commands: Commands,
    mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
    morph_data: Res<MorphData>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    if *has_setup {
        return;
    }
    for (entity, name, mut player) in &mut players {
        // The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
        if name.as_str() != "Main" {
            continue;
        }

        let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(graphs.add(graph)));

        player.play(animation).repeat();
        *has_setup = true;
    }
}
More examples
Hide additional examples
examples/testbed/3d.rs (lines 247-249)
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
    pub fn setup(
        mut commands: Commands,
        asset_server: Res<AssetServer>,
        mut graphs: ResMut<Assets<AnimationGraph>>,
    ) {
        let (graph, node) = AnimationGraph::from_clip(
            asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
        );

        let graph_handle = graphs.add(graph);
        commands.insert_resource(Animation {
            animation: node,
            graph: graph_handle,
        });

        commands.spawn((
            Camera3d::default(),
            Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
            StateScoped(CURRENT_SCENE),
        ));

        commands.spawn((
            Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
            DirectionalLight {
                shadows_enabled: true,
                ..default()
            },
            StateScoped(CURRENT_SCENE),
        ));

        commands
            .spawn((
                SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))),
                StateScoped(CURRENT_SCENE),
            ))
            .observe(pause_animation_frame);
    }
examples/3d/irradiance_volumes.rs (line 487)
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
    fn from_world(world: &mut World) -> Self {
        let fox_animation =
            world.load_asset(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb"));
        let (fox_animation_graph, fox_animation_node) =
            AnimationGraph::from_clip(fox_animation.clone());

        ExampleAssets {
            main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
            fox: world.load_asset(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
            main_sphere_material: world.add_asset(Color::from(SILVER)),
            main_scene: world.load_asset(
                GltfAssetLabel::Scene(0)
                    .from_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb"),
            ),
            irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
            fox_animation_graph: world.add_asset(fox_animation_graph),
            fox_animation_node,
            voxel_cube: world.add_asset(Cuboid::default()),
            // Just use a specular map for the skybox since it's not too blurry.
            // In reality you wouldn't do this--you'd use a real skybox texture--but
            // reusing the textures like this saves space in the Bevy repository.
            skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
        }
    }
examples/animation/animation_events.rs (line 91)
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
fn setup(
    mut commands: Commands,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn((
        Camera2d,
        Camera {
            clear_color: ClearColorConfig::Custom(BLACK.into()),
            hdr: true,
            ..Default::default()
        },
        Bloom {
            intensity: 0.4,
            ..Bloom::NATURAL
        },
    ));

    // The text that will be changed by animation events.
    commands.spawn((
        MessageText,
        Text2d::default(),
        TextFont {
            font_size: 119.0,
            ..default()
        },
        TextColor(Color::NONE),
    ));

    // Create a new animation clip.
    let mut animation = AnimationClip::default();

    // This is only necessary if you want the duration of the
    // animation to be longer than the last event in the clip.
    animation.set_duration(2.0);

    // Add events at the specified time.
    animation.add_event(
        0.0,
        MessageEvent {
            value: "HELLO".into(),
            color: ALICE_BLUE.into(),
        },
    );
    animation.add_event(
        1.0,
        MessageEvent {
            value: "BYE".into(),
            color: CRIMSON.into(),
        },
    );

    // Create the animation graph.
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    commands.spawn((AnimationGraphHandle(graphs.add(graph)), player));
}
examples/animation/animated_ui.rs (line 89)
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
    fn create(
        animation_graphs: &mut Assets<AnimationGraph>,
        animation_clips: &mut Assets<AnimationClip>,
    ) -> AnimationInfo {
        // Create an ID that identifies the text node we're going to animate.
        let animation_target_name = Name::new("Text");
        let animation_target_id = AnimationTargetId::from_name(&animation_target_name);

        // Allocate an animation clip.
        let mut animation_clip = AnimationClip::default();

        // Create a curve that animates font size.
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(
                animated_field!(TextFont::font_size),
                AnimatableKeyframeCurve::new(
                    [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
                        .into_iter()
                        .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
                )
                .expect(
                    "should be able to build translation curve because we pass in valid samples",
                ),
            ),
        );

        // Create a curve that animates font color. Note that this should have
        // the same time duration as the previous curve.
        //
        // This time we use a "custom property", which in this case animates TextColor under the assumption
        // that it is in the "srgba" format.
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(
                TextColorProperty,
                AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
                    Srgba::RED,
                    Srgba::GREEN,
                    Srgba::BLUE,
                    Srgba::RED,
                ]))
                .expect(
                    "should be able to build translation curve because we pass in valid samples",
                ),
            ),
        );

        // Save our animation clip as an asset.
        let animation_clip_handle = animation_clips.add(animation_clip);

        // Create an animation graph with that clip.
        let (animation_graph, animation_node_index) =
            AnimationGraph::from_clip(animation_clip_handle);
        let animation_graph_handle = animation_graphs.add(animation_graph);

        AnimationInfo {
            target_name: animation_target_name,
            target_id: animation_target_id,
            graph: animation_graph_handle,
            node_index: animation_node_index,
        }
    }
examples/animation/eased_motion.rs (line 144)
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
    fn create(
        animation_graphs: &mut Assets<AnimationGraph>,
        animation_clips: &mut Assets<AnimationClip>,
    ) -> AnimationInfo {
        // Create an ID that identifies the text node we're going to animate.
        let animation_target_name = Name::new("Cube");
        let animation_target_id = AnimationTargetId::from_name(&animation_target_name);

        // Allocate an animation clip.
        let mut animation_clip = AnimationClip::default();

        // Each leg of the translation motion should take 3 seconds.
        let animation_domain = interval(0.0, 3.0).unwrap();

        // The easing curve is parametrized over [0, 1], so we reparametrize it and
        // then ping-pong, which makes it spend another 3 seconds on the return journey.
        let translation_curve = EasingCurve::new(
            vec3(-6., 2., 0.),
            vec3(6., 2., 0.),
            EaseFunction::CubicInOut,
        )
        .reparametrize_linear(animation_domain)
        .expect("this curve has bounded domain, so this should never fail")
        .ping_pong()
        .expect("this curve has bounded domain, so this should never fail");

        // Something similar for rotation. The repetition here is an illusion caused
        // by the symmetry of the cube; it rotates on the forward journey and never
        // rotates back.
        let rotation_curve = EasingCurve::new(
            Quat::IDENTITY,
            Quat::from_rotation_y(FRAC_PI_2),
            EaseFunction::ElasticInOut,
        )
        .reparametrize_linear(interval(0.0, 4.0).unwrap())
        .expect("this curve has bounded domain, so this should never fail");

        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(animated_field!(Transform::translation), translation_curve),
        );
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(animated_field!(Transform::rotation), rotation_curve),
        );

        // Save our animation clip as an asset.
        let animation_clip_handle = animation_clips.add(animation_clip);

        // Create an animation graph with that clip.
        let (animation_graph, animation_node_index) =
            AnimationGraph::from_clip(animation_clip_handle);
        let animation_graph_handle = animation_graphs.add(animation_graph);

        AnimationInfo {
            target_name: animation_target_name,
            target_id: animation_target_id,
            graph: animation_graph_handle,
            node_index: animation_node_index,
        }
    }
Source

pub fn from_clips<'a, I>(clips: I) -> (AnimationGraph, Vec<NodeIndex>)
where I: IntoIterator<Item = Handle<AnimationClip>>, <I as IntoIterator>::IntoIter: 'a,

A convenience method to create an AnimationGraphs with an iterator of clips.

All of the animation clips will be direct children of the root with weight 1.0.

Returns the graph and indices of the new nodes.

Examples found in repository?
examples/animation/animated_fox.rs (lines 72-76)
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Build the animation graph
    let (graph, node_indices) = AnimationGraph::from_clips([
        asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
        asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
        asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
    ]);

    // Insert a resource with the current scene information
    let graph_handle = graphs.add(graph);
    commands.insert_resource(Animations {
        animations: node_indices,
        graph: graph_handle,
    });

    // Camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
    ));

    // Plane
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
    ));

    // Light
    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            first_cascade_far_bound: 200.0,
            maximum_distance: 400.0,
            ..default()
        }
        .build(),
    ));

    // Fox
    commands.spawn(SceneRoot(
        asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
    ));

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - digit 1 / 3 / 5: play the animation <digit> times");
    println!("  - L: loop the animation forever");
    println!("  - return: change animation");
}
Source

pub fn add_clip( &mut self, clip: Handle<AnimationClip>, weight: f32, parent: NodeIndex, ) -> NodeIndex

Adds an AnimationClip to the animation graph with the given weight and returns its index.

The animation clip will be the child of the given parent. The resulting node will have no mask.

Examples found in repository?
examples/animation/animation_graph.rs (lines 159-163)
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}
Source

pub fn add_clip_with_mask( &mut self, clip: Handle<AnimationClip>, mask: u64, weight: f32, parent: NodeIndex, ) -> NodeIndex

Adds an AnimationClip to the animation graph with the given weight and mask, and returns its index.

The animation clip will be the child of the given parent.

Examples found in repository?
examples/animation/animation_masks.rs (line 364)
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
fn setup_animation_graph_once_loaded(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
    targets: Query<(Entity, &AnimationTarget)>,
) {
    for (entity, mut player) in &mut players {
        // Load the animation clip from the glTF file.
        let mut animation_graph = AnimationGraph::new();
        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);

        let animation_graph_nodes: [AnimationNodeIndex; 3] =
            std::array::from_fn(|animation_index| {
                let handle = asset_server.load(
                    GltfAssetLabel::Animation(animation_index)
                        .from_asset("models/animated/Fox.glb"),
                );
                let mask = if animation_index == 0 { 0 } else { 0x3f };
                animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
            });

        // Create each mask group.
        let mut all_animation_target_ids = HashSet::new();
        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
            MASK_GROUP_PATHS.iter().enumerate()
        {
            // Split up the prefix and suffix, and convert them into `Name`s.
            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();

            // Add each bone in the chain to the appropriate mask group.
            for chain_length in 0..=suffix.len() {
                let animation_target_id = AnimationTargetId::from_names(
                    prefix.iter().chain(suffix[0..chain_length].iter()),
                );
                animation_graph
                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
                all_animation_target_ids.insert(animation_target_id);
            }
        }

        // We're doing constructing the animation graph. Add it as an asset.
        let animation_graph = animation_graphs.add(animation_graph);
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation_graph));

        // Remove animation targets that aren't in any of the mask groups. If we
        // don't do that, those bones will play all animations at once, which is
        // ugly.
        for (target_entity, target) in &targets {
            if !all_animation_target_ids.contains(&target.id) {
                commands.entity(target_entity).remove::<AnimationTarget>();
            }
        }

        // Play the animation.
        for animation_graph_node in animation_graph_nodes {
            player.play(animation_graph_node).repeat();
        }

        // Record the graph nodes.
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
    }
}
Source

pub fn add_clips<'a, I>( &'a mut self, clips: I, weight: f32, parent: NodeIndex, ) -> impl Iterator<Item = NodeIndex> + 'a
where I: IntoIterator<Item = Handle<AnimationClip>>, <I as IntoIterator>::IntoIter: 'a,

A convenience method to add multiple AnimationClips to the animation graph.

All of the animation clips will have the same weight and will be parented to the same node.

Returns the indices of the new nodes.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 126)
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    foxes: Res<Foxes>,
) {
    warn!(include_str!("warning_string.txt"));

    // Insert a resource with the current scene information
    let animation_clips = [
        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
    ];
    let mut animation_graph = AnimationGraph::new();
    let node_indices = animation_graph
        .add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
        .collect();
    commands.insert_resource(Animations {
        node_indices,
        graph: animation_graphs.add(animation_graph),
    });

    // Foxes
    // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
    // The foxes in each ring are spaced at least 2m apart around its circumference.'

    // NOTE: This fox model faces +z
    let fox_handle =
        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));

    let ring_directions = [
        (
            Quat::from_rotation_y(PI),
            RotationDirection::CounterClockwise,
        ),
        (Quat::IDENTITY, RotationDirection::Clockwise),
    ];

    let mut ring_index = 0;
    let mut radius = RING_SPACING;
    let mut foxes_remaining = foxes.count;

    info!("Spawning {} foxes...", foxes.count);

    while foxes_remaining > 0 {
        let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
        let ring_parent = commands
            .spawn((
                Transform::default(),
                Visibility::default(),
                ring_direction,
                Ring { radius },
            ))
            .id();

        let circumference = PI * 2. * radius;
        let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
        let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);

        for fox_i in 0..foxes_in_ring {
            let fox_angle = fox_i as f32 * fox_spacing_angle;
            let (s, c) = ops::sin_cos(fox_angle);
            let (x, z) = (radius * c, radius * s);

            commands.entity(ring_parent).with_children(|builder| {
                builder.spawn((
                    SceneRoot(fox_handle.clone()),
                    Transform::from_xyz(x, 0.0, z)
                        .with_scale(Vec3::splat(0.01))
                        .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
                ));
            });
        }

        foxes_remaining -= foxes_in_ring;
        radius += RING_SPACING;
        ring_index += 1;
    }

    // Camera
    let zoom = 0.8;
    let translation = Vec3::new(
        radius * 1.25 * zoom,
        radius * 0.5 * zoom,
        radius * 1.5 * zoom,
    );
    commands.spawn((
        Camera3d::default(),
        Transform::from_translation(translation)
            .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
    ));

    // Plane
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
    ));

    // Light
    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            first_cascade_far_bound: 0.9 * radius,
            maximum_distance: 2.8 * radius,
            ..default()
        }
        .build(),
    ));

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - return: change animation");
}
Source

pub fn add_blend(&mut self, weight: f32, parent: NodeIndex) -> NodeIndex

Adds a blend node to the animation graph with the given weight and returns its index.

The blend node will be placed under the supplied parent node. During animation evaluation, the descendants of this blend node will have their weights multiplied by the weight of the blend. The blend node will have no mask.

Examples found in repository?
examples/animation/animation_graph.rs (line 158)
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}
Source

pub fn add_blend_with_mask( &mut self, mask: u64, weight: f32, parent: NodeIndex, ) -> NodeIndex

Adds a blend node to the animation graph with the given weight and returns its index.

The blend node will be placed under the supplied parent node. During animation evaluation, the descendants of this blend node will have their weights multiplied by the weight of the blend. Neither this node nor its descendants will affect animation targets that belong to mask groups not in the given mask.

Source

pub fn add_additive_blend( &mut self, weight: f32, parent: NodeIndex, ) -> NodeIndex

Adds a blend node to the animation graph with the given weight and returns its index.

The blend node will be placed under the supplied parent node. During animation evaluation, the descendants of this blend node will have their weights multiplied by the weight of the blend. The blend node will have no mask.

Examples found in repository?
examples/animation/animation_masks.rs (line 355)
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
fn setup_animation_graph_once_loaded(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
    targets: Query<(Entity, &AnimationTarget)>,
) {
    for (entity, mut player) in &mut players {
        // Load the animation clip from the glTF file.
        let mut animation_graph = AnimationGraph::new();
        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);

        let animation_graph_nodes: [AnimationNodeIndex; 3] =
            std::array::from_fn(|animation_index| {
                let handle = asset_server.load(
                    GltfAssetLabel::Animation(animation_index)
                        .from_asset("models/animated/Fox.glb"),
                );
                let mask = if animation_index == 0 { 0 } else { 0x3f };
                animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
            });

        // Create each mask group.
        let mut all_animation_target_ids = HashSet::new();
        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
            MASK_GROUP_PATHS.iter().enumerate()
        {
            // Split up the prefix and suffix, and convert them into `Name`s.
            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();

            // Add each bone in the chain to the appropriate mask group.
            for chain_length in 0..=suffix.len() {
                let animation_target_id = AnimationTargetId::from_names(
                    prefix.iter().chain(suffix[0..chain_length].iter()),
                );
                animation_graph
                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
                all_animation_target_ids.insert(animation_target_id);
            }
        }

        // We're doing constructing the animation graph. Add it as an asset.
        let animation_graph = animation_graphs.add(animation_graph);
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation_graph));

        // Remove animation targets that aren't in any of the mask groups. If we
        // don't do that, those bones will play all animations at once, which is
        // ugly.
        for (target_entity, target) in &targets {
            if !all_animation_target_ids.contains(&target.id) {
                commands.entity(target_entity).remove::<AnimationTarget>();
            }
        }

        // Play the animation.
        for animation_graph_node in animation_graph_nodes {
            player.play(animation_graph_node).repeat();
        }

        // Record the graph nodes.
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
    }
}
Source

pub fn add_additive_blend_with_mask( &mut self, mask: u64, weight: f32, parent: NodeIndex, ) -> NodeIndex

Adds a blend node to the animation graph with the given weight and returns its index.

The blend node will be placed under the supplied parent node. During animation evaluation, the descendants of this blend node will have their weights multiplied by the weight of the blend. Neither this node nor its descendants will affect animation targets that belong to mask groups not in the given mask.

Source

pub fn add_edge(&mut self, from: NodeIndex, to: NodeIndex)

Adds an edge from the edge from to to, making to a child of from.

The behavior is unspecified if adding this produces a cycle in the graph.

Source

pub fn remove_edge(&mut self, from: NodeIndex, to: NodeIndex) -> bool

Removes an edge between from and to if it exists.

Returns true if the edge was successfully removed or false if no such edge existed.

Source

pub fn get(&self, animation: NodeIndex) -> Option<&AnimationGraphNode>

Returns the AnimationGraphNode associated with the given index.

If no node with the given index exists, returns None.

Examples found in repository?
examples/animation/animated_fox.rs (line 141)
136
137
138
139
140
141
142
143
144
145
146
147
    fn get_clip<'a>(
        node: AnimationNodeIndex,
        graph: &AnimationGraph,
        clips: &'a mut Assets<AnimationClip>,
    ) -> &'a mut AnimationClip {
        let node = graph.get(node).unwrap();
        let clip = match &node.node_type {
            AnimationNodeType::Clip(handle) => clips.get_mut(handle),
            _ => unreachable!(),
        };
        clip.unwrap()
    }
Source

pub fn get_mut( &mut self, animation: NodeIndex, ) -> Option<&mut AnimationGraphNode>

Returns a mutable reference to the AnimationGraphNode associated with the given index.

If no node with the given index exists, returns None.

Examples found in repository?
examples/animation/animation_masks.rs (line 443)
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
fn handle_button_toggles(
    mut interactions: Query<(&Interaction, &mut AnimationControl), Changed<Interaction>>,
    mut animation_players: Query<&AnimationGraphHandle, With<AnimationPlayer>>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut animation_nodes: Option<ResMut<AnimationNodes>>,
    mut app_state: ResMut<AppState>,
) {
    let Some(ref mut animation_nodes) = animation_nodes else {
        return;
    };

    for (interaction, animation_control) in interactions.iter_mut() {
        // We only care about press events.
        if *interaction != Interaction::Pressed {
            continue;
        }

        // Toggle the state of the clip.
        app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;

        // Now grab the animation player. (There's only one in our case, but we
        // iterate just for clarity's sake.)
        for animation_graph_handle in animation_players.iter_mut() {
            // The animation graph needs to have loaded.
            let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
                continue;
            };

            for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
                let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
                    continue;
                };

                if animation_control.label as usize == clip_index {
                    animation_node.mask &= !(1 << animation_control.group_id);
                } else {
                    animation_node.mask |= 1 << animation_control.group_id;
                }
            }
        }
    }
}
Source

pub fn nodes(&self) -> impl Iterator<Item = NodeIndex>

Returns an iterator over the AnimationGraphNodes in this graph.

Source

pub fn save<W>(&self, writer: &mut W) -> Result<(), AnimationGraphLoadError>
where W: Write,

Serializes the animation graph to the given Writer in RON format.

If writing to a file, it can later be loaded with the AnimationGraphAssetLoader to reconstruct the graph.

Source

pub fn add_target_to_mask_group( &mut self, target: AnimationTargetId, mask_group: u32, )

Adds an animation target (bone) to the mask group with the given ID.

Calling this method multiple times with the same animation target but different mask groups will result in that target being added to all of the specified groups.

Examples found in repository?
examples/animation/animation_masks.rs (line 382)
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
fn setup_animation_graph_once_loaded(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
    targets: Query<(Entity, &AnimationTarget)>,
) {
    for (entity, mut player) in &mut players {
        // Load the animation clip from the glTF file.
        let mut animation_graph = AnimationGraph::new();
        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);

        let animation_graph_nodes: [AnimationNodeIndex; 3] =
            std::array::from_fn(|animation_index| {
                let handle = asset_server.load(
                    GltfAssetLabel::Animation(animation_index)
                        .from_asset("models/animated/Fox.glb"),
                );
                let mask = if animation_index == 0 { 0 } else { 0x3f };
                animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
            });

        // Create each mask group.
        let mut all_animation_target_ids = HashSet::new();
        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
            MASK_GROUP_PATHS.iter().enumerate()
        {
            // Split up the prefix and suffix, and convert them into `Name`s.
            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();

            // Add each bone in the chain to the appropriate mask group.
            for chain_length in 0..=suffix.len() {
                let animation_target_id = AnimationTargetId::from_names(
                    prefix.iter().chain(suffix[0..chain_length].iter()),
                );
                animation_graph
                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
                all_animation_target_ids.insert(animation_target_id);
            }
        }

        // We're doing constructing the animation graph. Add it as an asset.
        let animation_graph = animation_graphs.add(animation_graph);
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation_graph));

        // Remove animation targets that aren't in any of the mask groups. If we
        // don't do that, those bones will play all animations at once, which is
        // ugly.
        for (target_entity, target) in &targets {
            if !all_animation_target_ids.contains(&target.id) {
                commands.entity(target_entity).remove::<AnimationTarget>();
            }
        }

        // Play the animation.
        for animation_graph_node in animation_graph_nodes {
            player.play(animation_graph_node).repeat();
        }

        // Record the graph nodes.
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
    }
}

Trait Implementations§

Source§

impl Clone for AnimationGraph

Source§

fn clone(&self) -> AnimationGraph

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for AnimationGraph

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl Default for AnimationGraph

Source§

fn default() -> AnimationGraph

Returns the “default value” for a type. Read more
Source§

impl From<AnimationGraph> for SerializedAnimationGraph

Source§

fn from(animation_graph: AnimationGraph) -> SerializedAnimationGraph

Converts to this type from the input type.
Source§

impl FromArg for &'static AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

type This<'from_arg> = &'from_arg AnimationGraph

The type to convert into. Read more
Source§

fn from_arg( arg: Arg<'_>, ) -> Result<<&'static AnimationGraph as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
Source§

impl FromArg for &'static mut AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

type This<'from_arg> = &'from_arg mut AnimationGraph

The type to convert into. Read more
Source§

fn from_arg( arg: Arg<'_>, ) -> Result<<&'static mut AnimationGraph as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
Source§

impl FromArg for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

type This<'from_arg> = AnimationGraph

The type to convert into. Read more
Source§

fn from_arg( arg: Arg<'_>, ) -> Result<<AnimationGraph as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
Source§

impl FromReflect for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationGraph>

Constructs a concrete instance of Self from a reflected value.
Source§

fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
Source§

impl GetOwnership for &AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn ownership() -> Ownership

Returns the ownership of Self.
Source§

impl GetOwnership for &mut AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn ownership() -> Ownership

Returns the ownership of Self.
Source§

impl GetOwnership for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn ownership() -> Ownership

Returns the ownership of Self.
Source§

impl GetTypeRegistration for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
Source§

fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
Source§

impl Index<NodeIndex> for AnimationGraph

Source§

type Output = AnimationGraphNode

The returned type after indexing.
Source§

fn index( &self, index: NodeIndex, ) -> &<AnimationGraph as Index<NodeIndex>>::Output

Performs the indexing (container[index]) operation. Read more
Source§

impl IndexMut<NodeIndex> for AnimationGraph

Source§

fn index_mut( &mut self, index: NodeIndex, ) -> &mut <AnimationGraph as Index<NodeIndex>>::Output

Performs the mutable indexing (container[index]) operation. Read more
Source§

impl IntoReturn for &AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn into_return<'into_return>(self) -> Return<'into_return>
where &AnimationGraph: 'into_return,

Converts Self into a Return value.
Source§

impl IntoReturn for &mut AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn into_return<'into_return>(self) -> Return<'into_return>
where &mut AnimationGraph: 'into_return,

Converts Self into a Return value.
Source§

impl IntoReturn for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn into_return<'into_return>(self) -> Return<'into_return>
where AnimationGraph: 'into_return,

Converts Self into a Return value.
Source§

impl PartialReflect for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
Source§

fn clone_value(&self) -> Box<dyn PartialReflect>

Clones the value as a Reflect trait object. Read more
Source§

fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
Source§

fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
Source§

fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
Source§

fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
Source§

fn reflect_owned(self: Box<AnimationGraph>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
Source§

fn try_into_reflect( self: Box<AnimationGraph>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
Source§

fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
Source§

fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
Source§

fn into_partial_reflect(self: Box<AnimationGraph>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
Source§

fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
Source§

fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
Source§

fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
Source§

fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
Source§

fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
Source§

fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
Source§

fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
Source§

fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
Source§

impl Reflect for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn into_any(self: Box<AnimationGraph>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
Source§

fn into_reflect(self: Box<AnimationGraph>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
Source§

fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
Source§

fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
Source§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
Source§

impl Serialize for AnimationGraph

Source§

fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
Source§

impl Struct for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field named name as a &dyn PartialReflect.
Source§

fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
Source§

fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn PartialReflect.
Source§

fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
Source§

fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
Source§

fn field_len(&self) -> usize

Returns the number of fields in the struct.
Source§

fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
Source§

fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
Source§

fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
Source§

impl TypePath for AnimationGraph

Source§

fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
Source§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
Source§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
Source§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
Source§

fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
Source§

impl Typed for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeIndex: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<AnimationTargetId, u64>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

Source§

fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
Source§

impl VisitAssetDependencies for AnimationGraph

Source§

fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

Source§

impl Asset for AnimationGraph

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

Source§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
Source§

impl<A> AssetContainer for A
where A: Asset,

Source§

fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

Source§

fn asset_type_name(&self) -> &'static str

Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
Source§

impl<T> Conv for T

Source§

fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
Source§

impl<T> Downcast<T> for T

Source§

fn downcast(&self) -> &T

Source§

impl<T> Downcast for T
where T: Any,

Source§

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>

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)

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)

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
where T: Any + Send + Sync,

Source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
Source§

impl<T> DynamicTypePath for T
where T: TypePath,

Source§

impl<T> DynamicTyped for T
where T: Typed,

Source§

impl<T> FmtForward for T

Source§

fn fmt_binary(self) -> FmtBinary<Self>
where Self: Binary,

Causes self to use its Binary implementation when Debug-formatted.
Source§

fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
Source§

fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
Source§

fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
Source§

fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
Source§

fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
Source§

fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
Source§

fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
Source§

fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<S> FromSample<S> for S

Source§

fn from_sample_(s: S) -> S

Source§

impl<T> FromWorld for T
where T: Default,

Source§

fn from_world(_world: &mut World) -> T

Creates Self using default().

Source§

impl<S> GetField for S
where S: Struct,

Source§

fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
Source§

fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
Source§

impl<T> GetPath for T
where T: Reflect + ?Sized,

Source§

fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
Source§

fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
Source§

fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
Source§

fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> IntoEither for T

Source§

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 more
Source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

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 more
Source§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

Source§

fn into_sample(self) -> T

Source§

impl<T> NoneValue for T
where T: Default,

Source§

type NoneType = T

Source§

fn null_value() -> T

The none-equivalent value.
Source§

impl<T> Pipe for T
where T: ?Sized,

Source§

fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
Source§

fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
Source§

fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
Source§

fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
Source§

fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
Source§

fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
Source§

fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
Source§

impl<T> Pointable for T

Source§

const ALIGN: usize = _

The alignment of pointer.
Source§

type Init = T

The type for initializers.
Source§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
Source§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
Source§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
Source§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
Source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

Source§

fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
Source§

fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
Source§

fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> Serialize for T
where T: Serialize + ?Sized,

Source§

fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

Source§

fn do_erased_serialize( &self, serializer: &mut dyn Serializer, ) -> Result<(), ErrorImpl>

Source§

impl<T> Tap for T

Source§

fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
Source§

fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
Source§

fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
Source§

fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
Source§

fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
Source§

fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
Source§

fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
Source§

fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
Source§

fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
Source§

fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

Source§

fn to_sample_(self) -> U

Source§

impl<T> TryConv for T

Source§

fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

Source§

impl<T> Upcast<T> for T

Source§

fn upcast(&self) -> Option<&T>

Source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

Source§

fn vzip(self) -> V

Source§

impl<T> WithSubscriber for T

Source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

impl<T> ConditionalSend for T
where T: Send,

Source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

Source§

impl<T> Reflectable for T

Source§

impl<T> Settings for T
where T: 'static + Send + Sync,

Source§

impl<T> WasmNotSend for T
where T: Send,

Source§

impl<T> WasmNotSendSync for T

Source§

impl<T> WasmNotSync for T
where T: Sync,