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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>) -> Skeleton

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: &[[[f32; 4]; 4]], out: &mut Vec<[[f32; 4]; 4]>, )

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: &[[[f32; 4]; 4]], out: &mut Vec<[[f32; 4]; 4]>, )

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<[[f32; 4]; 4]>

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) -> &[[[f32; 4]; 4]]

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<(), Error>

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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