pub struct BlendAnimations<T: EntityId> {
pub base: BasePoseNode<T>,
pub pose_sources: Vec<BlendPose<T>>,
pub output_pose: RefCell<AnimationPose<T>>,
}Expand description
Animation blend node. It takes multiple input poses and mixes them together into single pose with specified weights. Could be used to mix hit and run animations for example - once your character got hit, you set some significant weight for hit animation (0.8 for example) and lower weight for run animation (0.2) and it will look like your character got wounded while it still running (probably you should decrease speed here too). Weights can be parametrized, which means that you can dynamically change them in runtime. In our example we can decrease weight of hit animation over time and increase weight of run animation, so character will recover from his wounds.
Fields§
§base: BasePoseNode<T>Base node.
pose_sources: Vec<BlendPose<T>>A list of pose sources. See BlendPose docs for more info.
output_pose: RefCell<AnimationPose<T>>Output pose of the node, contains final result of blending all input poses.
Implementations§
Source§impl<T: EntityId> BlendAnimations<T>
impl<T: EntityId> BlendAnimations<T>
Trait Implementations§
Source§impl<T: EntityId> AnimationPoseSource<T> for BlendAnimations<T>
impl<T: EntityId> AnimationPoseSource<T> for BlendAnimations<T>
Source§fn eval_pose(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
dt: f32,
) -> Ref<'_, AnimationPose<T>>
fn eval_pose( &self, nodes: &Pool<PoseNode<T>>, params: &ParameterContainer, animations: &AnimationContainer<T>, dt: f32, ) -> Ref<'_, AnimationPose<T>>
Source§fn pose(&self) -> Ref<'_, AnimationPose<T>>
fn pose(&self) -> Ref<'_, AnimationPose<T>>
Source§fn collect_animation_events(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
strategy: AnimationEventCollectionStrategy,
) -> Vec<(Handle<Animation<T>>, AnimationEvent)>
fn collect_animation_events( &self, nodes: &Pool<PoseNode<T>>, params: &ParameterContainer, animations: &AnimationContainer<T>, strategy: AnimationEventCollectionStrategy, ) -> Vec<(Handle<Animation<T>>, AnimationEvent)>
Source§impl<T: Clone + EntityId> Clone for BlendAnimations<T>
impl<T: Clone + EntityId> Clone for BlendAnimations<T>
Source§fn clone(&self) -> BlendAnimations<T>
fn clone(&self) -> BlendAnimations<T>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl<T: Default + EntityId> Default for BlendAnimations<T>
impl<T: Default + EntityId> Default for BlendAnimations<T>
Source§fn default() -> BlendAnimations<T>
fn default() -> BlendAnimations<T>
Source§impl<T: EntityId> Deref for BlendAnimations<T>
impl<T: EntityId> Deref for BlendAnimations<T>
Source§impl<T: EntityId> DerefMut for BlendAnimations<T>
impl<T: EntityId> DerefMut for BlendAnimations<T>
Source§impl<T: EntityId> Reflect for BlendAnimations<T>where
Self: 'static,
impl<T: EntityId> Reflect for BlendAnimations<T>where
Self: 'static,
fn source_path() -> &'static str
fn try_clone_box(&self) -> Option<Box<dyn Reflect>>
fn type_name(&self) -> &'static str
fn derived_types() -> &'static [TypeId]
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fn doc(&self) -> &'static str
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Source§impl<T: EntityId> Visit for BlendAnimations<T>
impl<T: EntityId> Visit for BlendAnimations<T>
Source§fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult
impl<T: EntityId> StructuralPartialEq for BlendAnimations<T>
Auto Trait Implementations§
impl<T> !Freeze for BlendAnimations<T>
impl<T> !RefUnwindSafe for BlendAnimations<T>
impl<T> Send for BlendAnimations<T>
impl<T> !Sync for BlendAnimations<T>
impl<T> Unpin for BlendAnimations<T>where
T: Unpin,
impl<T> UnsafeUnpin for BlendAnimations<T>
impl<T> !UnwindSafe for BlendAnimations<T>
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impl<T> AsyncTaskResult for T
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