pub struct Clip {
pub ticks_per_frame: u32,
pub looping: bool,
pub frames: Vec<Vec<Transform>>,
}Expand description
One clip.
Fields§
§ticks_per_frame: u32The keyframe cadence, and the interpolation_duration the compiler
writes on every part (1..=20).
looping: boolWhether the clip starts over after its last frame. A clip that does not loop holds its last frame.
frames: Vec<Vec<Transform>>The keyframes: one transform per part per frame.
Implementations§
Source§impl Clip
impl Clip
Sourcepub fn length_ticks(&self) -> u32
pub fn length_ticks(&self) -> u32
How long the clip runs in ticks, from the tick its first frame is
applied to the tick its last frame is applied: (frames - 1) × ticks_per_frame, plus the one tick between a switch and its first frame.
The number delvec rig describe prints and a sequence after the clip
is timed by.
Sourcepub fn landing_ticks(&self) -> u32
pub fn landing_ticks(&self) -> u32
How long from the switch until a client has drawn the clip’s last
frame whole: Self::length_ticks plus one cadence, because each
keyframe is drawn over ticks_per_frame ticks after it is applied. A
strike’s blow lands on this tick, so the limb the player sees is the
last frame the strike check judges (spec-0082 §5.4).