pub struct Sequence(pub Vec<Box<dyn Animation>>);Expand description
Plays animations one after another, manim’s Succession; each plans against the scene as
the previous one left it.
Tuple Fields§
§0: Vec<Box<dyn Animation>>Trait Implementations§
Source§impl Animation for Sequence
impl Animation for Sequence
Source§fn plan(&mut self, state: &SceneState)
fn plan(&mut self, state: &SceneState)
Called once when played, with the scene state at the start of the clip. Do the expensive
work (alignment, diffing) here.
Source§fn sample(&self, alpha: f32, state: &mut SceneState)
fn sample(&self, alpha: f32, state: &mut SceneState)
Writes the targets’ state at eased progress
alpha into state, which holds the scene
as it was at the start of the clip. Must be cheap and pure.Auto Trait Implementations§
impl !RefUnwindSafe for Sequence
impl !UnwindSafe for Sequence
impl Freeze for Sequence
impl Send for Sequence
impl Sync for Sequence
impl Unpin for Sequence
impl UnsafeUnpin for Sequence
Blanket Implementations§
Source§impl<A> AnimationExt for Awhere
A: Animation,
impl<A> AnimationExt for Awhere
A: Animation,
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more