pub struct LayerMask<T>where
T: EntityId,{ /* private fields */ }
Expand description
Layer mask is a sort of blacklist that prevents layer from animating certain nodes. Its main use case is to disable animation on animation layers for specific body parts of humanoid (but not only) characters. The mask holds handles of nodes that will not be animated.
Implementations§
Source§impl<T> LayerMask<T>where
T: EntityId,
impl<T> LayerMask<T>where
T: EntityId,
pub const EXCLUDED_BONES: &'static str = "excluded_bones"
Source§impl<T> LayerMask<T>where
T: EntityId,
impl<T> LayerMask<T>where
T: EntityId,
Sourcepub fn merge(&mut self, other: LayerMask<T>)
pub fn merge(&mut self, other: LayerMask<T>)
Merges a given layer mask in the current mask, handles will be automatically de-duplicated.
Sourcepub fn add(&mut self, node: T)
pub fn add(&mut self, node: T)
Adds a node handle to the mask. You can add as many nodes here as you want and pretty much any handle, but you should keep handles only to nodes are affected by your animations. Otherwise you’ll just make the inner container bigger and it will degrade in performance.
§Performance
The method has O(log(n)) complexity, which means it is very fast for most use cases.
Sourcepub fn remove(&mut self, node: T)
pub fn remove(&mut self, node: T)
Removes a given node handle from the mask (if any).
§Performance
The method has O(log(n)) complexity, which means it is very fast for most use cases.
Sourcepub fn contains(&self, node: T) -> bool
pub fn contains(&self, node: T) -> bool
Checks if the mask contains a given node handle or not.
§Performance
The method has O(log(n)) complexity, which means it is very fast for most use cases.
Sourcepub fn should_animate(&self, node: T) -> bool
pub fn should_animate(&self, node: T) -> bool
Check if a node should be animated or not.
§Performance
The method has O(log(n)) complexity, which means it is very fast for most use cases.
Sourcepub fn inner(&self) -> &Vec<T>
pub fn inner(&self) -> &Vec<T>
Return a reference to inner container. There’s only non-mutable version because inner container must always be sorted.
Sourcepub fn into_inner(self) -> Vec<T>
pub fn into_inner(self) -> Vec<T>
Converts the mask into inner container.
Trait Implementations§
Source§impl<T> Reflect for LayerMask<T>
impl<T> Reflect for LayerMask<T>
fn source_path() -> &'static str
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as an implementation.fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))
fn into_any(self: Box<LayerMask<T>>) -> Box<dyn Any>
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Source§impl<T> Visit for LayerMask<T>
impl<T> Visit for LayerMask<T>
Source§fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>
impl<T> Eq for LayerMask<T>
impl<T> StructuralPartialEq for LayerMask<T>where
T: EntityId,
Auto Trait Implementations§
impl<T> Freeze for LayerMask<T>
impl<T> RefUnwindSafe for LayerMask<T>where
T: RefUnwindSafe,
impl<T> Send for LayerMask<T>
impl<T> Sync for LayerMask<T>where
T: Sync,
impl<T> Unpin for LayerMask<T>where
T: Unpin,
impl<T> UnwindSafe for LayerMask<T>where
T: UnwindSafe,
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