Struct skeletal_animation::animation::AnimationClip [−][src]
pub struct AnimationClip<T: Transform> {
pub samples: Vec<AnimationSample<T>>,
pub samples_per_second: f32,
}
Expand description
A sequence of skeletal pose samples at some sample rate
Fields
samples: Vec<AnimationSample<T>>
The sequence of skeletal poses
samples_per_second: f32
Sample rate for the clip. Assumes a constant sample rate.
Implementations
parent_folder
is the folder to search for the AnimationClip
’s source file
Overrides the sampling rate of the clip to give the given duration (in seconds).
Return the duration of the clip in seconds
Obtains the interpolated skeletal pose at the given sampling time.
Arguments
time
- The time to sample with, relative to the start of the animationblended_poses
- The output array slice of joint transforms that will be populated for each joint in the skeleton.
pub fn as_difference_clip(
source_clip: &AnimationClip<T>,
reference_clip: &AnimationClip<T>
) -> AnimationClip<T>
pub fn as_difference_clip(
source_clip: &AnimationClip<T>,
reference_clip: &AnimationClip<T>
) -> AnimationClip<T>
Create a difference clip from a source and reference clip for additive blending.
pub fn from_collada(
skeleton: &Skeleton,
animations: &Vec<Animation>,
transform: &Matrix4<f32>
) -> AnimationClip<T>
pub fn from_collada(
skeleton: &Skeleton,
animations: &Vec<Animation>,
transform: &Matrix4<f32>
) -> AnimationClip<T>
Creates an AnimationClip
from a collection of collada::Animation
.
Arguments
skeleton
- TheSkeleton
that theAnimationClip
will be created for.animations
- The collection ofcollada::Animation
s that will be converted into anAnimationClip
, using the givenSkeleton
.transform
- An offset transform to apply to the root pose of each animation sample, useful for applying rotation, translation, or scaling when loading an animation.