Struct rend3_gltf::Armature
source · [−]Expand description
A set of [SkeletonHandle
]s, one per mesh in the wrapping object, plus the
index of the skin data in the skins
array of LoadedGltfScene
.
All the skeletons are guaranteed to have the same number of joints and structure, but deform different meshes of the object.
Fields
skeletons: Vec<SkeletonHandle>
The list of skeletons that are deforming this node’s mesh primitives.
skin_index: usize
Index to the skin that contains the inverse bind matrices for the skeletons in this armature.
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Armature
impl Send for Armature
impl Sync for Armature
impl Unpin for Armature
impl UnwindSafe for Armature
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcepub fn to_owned(&self) -> T
pub fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
sourcepub fn clone_into(&self, target: &mut T)
pub fn clone_into(&self, target: &mut T)
🔬 This is a nightly-only experimental API. (
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more