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Character

Struct Character 

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pub struct Character {
    pub name: String,
    pub root: [f32; 3],
    pub meshes: Vec<Kv6>,
    pub bones: Vec<Bone>,
    pub clips: Vec<Clip>,
    pub voxel_clips: Vec<VoxelClip>,
    pub extra_chunks: Vec<([u8; 4], Vec<u8>)>,
}
Expand description

A parsed rigged-character container.

Index conventions that the byte layout depends on:

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§name: String

Human-facing name (META). May be empty.

§root: [f32; 3]

World placement passed to KfaSprite::new (META).

§meshes: Vec<Kv6>

Bone meshes (MSHS), indexed by mesh_id.

§bones: Vec<Bone>

The skeleton (BONS); index = canonical bone index.

§clips: Vec<Clip>

Named animation clips (CLPS). May be empty (a posable rig with no baked animation).

§voxel_clips: Vec<VoxelClip>

Embedded animated voxel clips (VCLP, VCL.5), indexed by MeshRef::Clip. May be empty.

§extra_chunks: Vec<([u8; 4], Vec<u8>)>

Unknown top-level chunks preserved verbatim so re-saving with an older build doesn’t strip newer data. Re-emitted after the known chunks in encounter order. Empty for canonically-written files.

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impl Character

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pub fn to_kfa_sprite(&self, clip: Option<usize>) -> KfaSprite

Build a renderable KfaSprite. clip selects a Skeletal clip to bake in via KfaSprite::set_animation; None leaves the sprite in its rest pose for the host to drive kfaval directly. A non-Skeletal (Unknown) clip selection is ignored (no animation attached).

Meshes are cloned per call. Editors that re-pose every frame should build the sprite once and reuse it.

§Panics

Panics if clip is out of range, or if a bone’s MeshRef::Static index is out of range for Character::meshes. Character values from parse keep mesh indices in range.

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pub fn to_kfa(&self, clip: Option<usize>, kv6_name: impl Into<Vec<u8>>) -> Kfa

Export a lossy voxlap-toolchain Kfa (.kfa): the skeleton plus one clip, referencing a single kv6 by filename.

voxlap’s .kfa is fundamentally narrower than this container — it stores the hinge skeleton and one animation, but points at just one kv6 file (voxlap rigs a single mesh with a per-voxel limb index, which roxlap deliberately doesn’t model). So this export drops, by design:

  • every embedded Character::meshes mesh — only kv6_name (the filename voxlap should load) is written. Export the bone meshes separately via kv6::serialize if a tool needs them.
  • every clip except clip.

clip selects the ClipData::Skeletal clip whose frmval / seq to bake in. None, an out-of-range index, or a non-Skeletal clip yields an empty animation table (a posable rig with no baked motion). Serialise the result with kfa::serialize.

Trait Implementations§

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impl Clone for Character

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fn clone(&self) -> Character

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 Character

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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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