animsmith-engine
Pre-1.0: Breaking changes are expected between minor releases. Pin dependency versions and review the release notes before upgrading.
Overview
animsmith-engine provides AnimSmith's immutable V1 engine-import profile
registry and its deterministic two-phase settings resolver. The registry is
strict: callers select one exact family, profile revision, engine version, and
importer tuple, then resolve it against an authoritative input format and the
actual clip names.
The crate performs no filesystem access, parses no configuration format, and
does not depend on an animation format crate or engine SDK. Unknown facts stay
explicitly unknown; the registry does not predict engine output. A one-way
adapter can publish an already-resolved profile and its same-load
animsmith-core::LoadedSource evidence as prediction-provenance V1 without
rerunning resolution or reading source bytes.
The public EngineAddressabilityCheck evaluates only the frozen Bevy 0.19.0
glTF source-animation index rule. It borrows same-load source evidence and
emits standard AnimSmith engine-prediction facets; callers may validate the
ENGINE_CHECK_IDS_V1 catalog before asset I/O. It does not predict named
asset labels, target-path identifiers, runtime-node selection, or imported
transform behavior.
BevyAnimationAssetLabelV1 is the bounded authority for the exact
Animation{source_clip_index} display selector. The
build_bevy_animation_addressability_adapter_v1 helper sends that same
existing check through the ordinary evaluation lifecycle once and packages
its unchanged record with same-load provenance and a neutral
GltfAnimationAddressabilityInventoryV1. It returns no adapter for absent or
non-Bevy provenance and does not add a second check or runtime-existence claim.
GltfAddressabilityV2 is the separate rich contract
urn:animsmith:schema:gltf-addressability:2. It preserves the V1 inventory and
adds independently covered raw glTF scene, node, skin, attachment, path,
default-scene, named-map, and unique-target projections. Complete empty
coverage proves absence; partial prefixes and unavailable domains do not.
Explicit skin.skeleton remains source evidence only because Bevy ignores it;
scene-instantiated SkinnedMesh attachment is outside this static contract.
Its optional BevyGltfAddressabilityRulesV1 bundle is pinned to Bevy
v0.19.0 commit c6f634ca9f406d68ba5109d921247b654cb42c10, bevy_gltf 0.19.0,
locked gltf 1.4.1, and commit-pinned loader, label, path, target-id, feature,
and root Cargo.lock sources. The adapter reuses one engine-addressability evaluation and
the existing Animation{i} selector. It predicts Scene{i}, an optional
route from Gltf.default_scene to an existing scene, eager
Skin{i}/InverseBindMatrices for every source skin, and conditional Skin{i}
when any source node references it. There is no DefaultScene label and no
fabricated Scene0; typed source indices remain authoritative over collected
map/vector order.
Target UUID prediction requires explicit TargetPointerWidth::Bits32 or
Bits64, matching Bevy's target-width little-endian hashing; host width is never
inferred. Incomplete, unreachable, multiply reachable, colliding, or disabled
target work is required-unavailable. The explicit target_coverage projection
distinguishes a complete (including empty) target domain from
target_domain_truncated; other rich projection budget failures use
projection_bounds_exceeded. V2 has explicit row, reference, text,
path, and staged-reader bounds and makes no claim that Bevy loaded, spawned,
retained, wired, or played the asset.
Resolved settings V1 materializes at most 4,096 actual clip rows. Inputs above
that bound return a typed ResolutionError::ResolvedSettingsContract; callers
must not truncate the clip list and claim complete prediction provenance.
EngineImportAdviceV1 is the separate bounded producer/readback contract for
those materialized settings. Unity 6000.3 Generic/Humanoid projects its exact
document and clip importer values beside same-load provenance, source versus
normalized clip identity, explicit intent, and normalized measurement
availability. Unreal 5.8 and Godot 4.7 revision 1 emit a typed refusal because
their immutable profiles have no setting vocabulary. The contract makes no
filesystem writes and does not infer frame coordinates, sampling, units, or
root-motion behavior.
EngineImportAdviceV2 is the separate immutable document-level contract
urn:animsmith:schema:engine-import-advice:2 for the
exact Godot 4.7 revision-2 (resource-importer-scene, glTF JSON/GLB) and
Unreal 5.8 revision-2 (fbx-importer, FBX) tuples. Godot projects only
animation/fps (1..120, verified default 30) and animation/trimming
(verified default false). Unreal requires explicit sample_rate from the
closed default_30, source_determined, or custom_hz(1..48000) domain.
The V2 envelope references output-v15's V4 provenance/basis types and
has one document-scope projection basis plus an optional native projection, or
a typed refusal. It remains a
same-load parameter projection: engine execution, imported-asset readback,
runtime behavior, and project-file writes are outside its boundary.
Install
[]
= "0.8"
= "0.8"
The compiling example and the full registry API are in the crate-level API documentation.
Feature Flags
This crate has no public feature flags. The workspace MSRV is Rust 1.88.
More Detail
License
Licensed under either the MIT license or the Apache License, Version 2.0, at your option.