Skip to main content

AnimationGraph

Struct AnimationGraph 

Source
pub struct AnimationGraph {
    pub asset_id: AssetId,
    pub target: Option<SkinnedMeshHandle>,
    pub parameters: Vec<AnimationParam>,
    pub initial: String,
    pub states: Vec<AnimationState>,
    pub transitions: Vec<AnimationTransition>,
    pub ik_chains: Vec<AnimationIkChain>,
}
Expand description

An animation state machine for one SkinnedMesh.

While a plain set of Animation clips blends every clip all the time, a graph plays exactly one state at a time and moves between states along declared transitions, crossfading poses over each transition’s duration_secs. Transitions fire when their conditions – comparisons against the graph’s named float parameters – pass. Gameplay systems write parameter values each frame (the anim-param debug command does the same from a cn debug session).

A graph owns its target: every Animation targeting the graph’s mesh must be referenced by exactly one state, and at most one graph may target a given mesh (both are build errors otherwise). Clip weight and fade_in_secs have no effect under a graph.

Transitions are checked in declaration order and the first match wins. A state with no outgoing transitions (or none passing) keeps playing; looping states wrap, non-looping states hold their final pose.

AnimationGraph {
    initial: "idle".into(),
    ..Default::default()
};

Fields§

§asset_id: AssetId

Asset identity; injected via inject_name. Not part of args.

§target: Option<SkinnedMeshHandle>

The SkinnedMesh asset this graph animates.

§parameters: Vec<AnimationParam>

Named float parameters transitions compare against.

§initial: String

Name of the state the graph starts in. Defaults to the first state.

§states: Vec<AnimationState>

The graph’s states. At least one is required.

§transitions: Vec<AnimationTransition>

Directed transitions between states.

§ik_chains: Vec<AnimationIkChain>

Two-bone IK chains applied on top of every state’s pose; see AnimationIkChain.

Implementations§

Source§

impl AnimationGraph

Source

pub fn compile( &self, resolve_clip: impl Fn(AssetId) -> Option<(usize, f32, bool)>, ) -> Result<CompiledGraph, String>

Compile the authored graph into the runtime representation, resolving state and parameter names to indices and clip references through resolve_clip, which maps an Animation asset id to its index, duration, and looping flag in the target’s clip list. Structural problems (unknown names, missing clips, non-positive rates) are reported as errors; the build validates the same rules earlier, so a runtime failure here means the world blob and the clip list disagree.

Trait Implementations§

Source§

impl Clone for AnimationGraph

Source§

fn clone(&self) -> AnimationGraph

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

Performs copy-assignment from source. Read more
Source§

impl Component for AnimationGraph

Source§

const NAME: &'static str = "AnimationGraph"

The registry name a world authors this component under.
Source§

fn inject_name(&mut self, id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
Source§

fn from_baked(bytes: &[u8]) -> Result<Self, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
Source§

fn inject_locator(&mut self, _locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
Source§

impl ComponentSlot for AnimationGraph

Source§

const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
Source§

fn slot(s: &ComponentStorage) -> &Column<Self>

Borrow this type’s column out of the storage.
Source§

fn slot_mut(s: &mut ComponentStorage) -> &mut Column<Self>

Mutably borrow this type’s column out of the storage.
Source§

impl Debug for AnimationGraph

Source§

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

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<'de> Deserialize<'de> for AnimationGraph

Source§

fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
Source§

impl From<AnimationGraph> for ComponentAsset

Source§

fn from(c: AnimationGraph) -> Self

Converts to this type from the input type.
Source§

impl RuntimeComponent for AnimationGraph

Source§

impl Serialize for AnimationGraph

Source§

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

Serialize this value into the given Serde serializer. Read more

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> 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, dest: *mut u8)

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

impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

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

Source§

type Error = !

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> 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