[−][src]Macro bvh_anim::bvh
Create a new Bvh
object using a macro literal. Useful for
testing.
Notes
If you have a very complex Bvh
file with a large number of joints and frames, then
this macro will scale badly to it, and compilation time will suffer.
Example
let simple_skeleton = bvh! { HIERARCHY ROOT Base { OFFSET 0.0 0.0 0.0 CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation JOINT Middle1 { OFFSET 0.0 0.0 15.0 CHANNELS 3 Zrotation Xrotation Yrotation JOINT Tip1 { OFFSET 0.0 0.0 30.0 CHANNELS 3 Zrotation Xrotation Yrotation End Site { OFFSET 0.0 0.0 45.0 } } } JOINT Middle2 { OFFSET 0.0 15.0 0.0 CHANNELS 3 Zrotation Xrotation Yrotation JOINT Tip2 { OFFSET 0.0 30.0 0.0 CHANNELS 3 Zrotation Xrotation Yrotation End Site { OFFSET 0.0 45.0 0.0 } } } } MOTION Frames: 3 // Time in seconds. Frame Time: 0.033333333333 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 };
You can use the bvh
macro to create empty Bvh
instances:
let empty = bvh!{}; let empty = bvh! { HIERARCHY MOTION }; let empty = bvh! { HIERARCHY MOTION Frames: 0 };