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CharacterModel

Struct CharacterModel 

Source
pub struct CharacterModel {
    pub schema: String,
    pub source: String,
    pub skin_index: u32,
    pub material: Option<MaterialHandle>,
    pub position: [f32; 3],
    pub rotation_deg: [f32; 3],
    pub scale: [f32; 3],
    pub lod_levels: u32,
    pub lod_distances: Vec<f32>,
    pub max_instances: u32,
    pub capsule: Option<CharacterCapsule>,
}
Expand description

A character body that conforms to a CharacterSchema.

The build validates the source against the schema (joint names and parentage, complete + / - pairs for bipolar keys), imports it, generates the schema’s synthesized targets, and emits one SkinnedMesh under this asset’s name. A CharacterShape or Animation targets the model by this name exactly as it would a SkinnedMesh. Lower levels of detail come from lod_levels, as on a SkinnedMesh.

The source’s extra shape keys (ones the schema does not list) are imported and appear under the editor panel’s “Other” section.

CharacterModel {
    schema: "builtin:humanoid".into(),
    source: "./base_humanoid.glb".into(),
    lod_levels: 3,
    ..Default::default()
};

Fields§

§schema: String

The CharacterSchema the source conforms to, by asset name or the reserved builtin:humanoid.

§source: String

Path to the .glb / .gltf body.

§skin_index: u32

Which skinned mesh of source to import, in file order.

§material: Option<MaterialHandle>

Material of the emitted mesh.

§position: [f32; 3]

World-space position.

§rotation_deg: [f32; 3]

World rotation, Euler degrees [pitch, yaw, roll], YXZ order.

§scale: [f32; 3]

World scale.

§lod_levels: u32

Number of level-of-detail versions to generate, including the original. 1 (the default) generates none; values are clamped to [1, 8].

§lod_distances: Vec<f32>

Camera distances at which to switch to each lower-detail version. When non-empty, must have exactly lod_levels - 1 entries; empty lets the build choose defaults.

§max_instances: u32

Runtime copies the mesh may spawn beyond the authored one.

§capsule: Option<CharacterCapsule>

Character capsule of the emitted mesh.

Trait Implementations§

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impl Authored for CharacterModel

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const TYPE: &'static str = "CharacterModel"

The registered asset type, as it appears in a world line’s type.
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impl BuildOnlyAsset for CharacterModel

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impl Clone for CharacterModel

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fn clone(&self) -> CharacterModel

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 CharacterModel

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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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impl Default for CharacterModel

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fn default() -> CharacterModel

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for CharacterModel

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

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for CharacterModel

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

Serialize this value into the given Serde serializer. Read more

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