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Skeleton

Struct Skeleton 

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pub struct Skeleton { /* private fields */ }
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A joint hierarchy plus the bind pose. The inverse bind matrices are precomputed once on construction.

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impl Skeleton

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pub fn new(joints: Vec<Joint>) -> Self

Build a skeleton, resolving world bind matrices and inverting them. Joints referencing a parent that does not precede them are treated as roots (a forward pass cannot resolve them otherwise).

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pub fn len(&self) -> usize

Number of joints.

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pub fn is_empty(&self) -> bool

Whether the skeleton has no joints.

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pub fn joints(&self) -> &[Joint]

The joints, in index order.

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pub fn joint_index(&self, name: &str) -> Option<usize>

Index of the joint with the given authored name, or None. Load-time lookup for by-name joint references (IK chains); linear scan is fine.

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pub fn bind_position(&self, joint: usize) -> [f32; 3]

World-space bind position of one joint.

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pub fn world_matrices_into(&self, local_poses: &[Mat4], out: &mut Vec<Mat4>)

Compose local_poses (one local matrix per joint) into mesh-space joint matrices with a single forward pass over the hierarchy, written into out (cleared first, so its capacity is reused). local_poses shorter than the skeleton has its missing tail filled from the bind pose.

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pub fn skinning_matrices_into(&self, local_poses: &[Mat4], out: &mut Vec<Mat4>)

Compose local_poses into world-space joint matrices, then multiply by the inverse bind matrices to produce the skinning matrices the vertex shader applies, written into out (cleared first, so its capacity is reused). local_poses must not alias out.

The result is capped at MAX_JOINTS entries (the GPU joint buffer is fixed-size) and is always at least one matrix so the buffer is never empty.

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pub fn bind_skinning_matrices(&self) -> Vec<Mat4>

Skinning matrices for the rest (bind) pose: every joint’s local transform is its bind transform, so every skinning matrix is identity. Used to seed a SkeletonPose before the first animation tick.

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pub fn bind_locals(&self) -> &[Mat4]

The local bind matrix of every joint, in joint order. A pose sample seeds its output with these before applying the clip’s tracks.

Trait Implementations§

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impl Clone for Skeleton

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fn clone(&self) -> Skeleton

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
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impl Debug for Skeleton

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

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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

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

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

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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
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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

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fn into(self) -> U

Calls U::from(self).

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

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

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

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

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, !>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

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

Performs the conversion.