pub struct MachineLayer<T>where
T: EntityId,{ /* private fields */ }
Expand description
Layer is a separate state graph. Layers mainly used to animate different parts of humanoid (but not only) characters. For example there could a layer for upper body and a layer for lower body. Upper body layer could contain animations for aiming, melee attacks while lower body layer could contain animations for standing, running, crouching, etc. This gives you an ability to have running character that could aim or melee attack, or crouching and aiming, and so on with any combination. Both layers use the same set of parameters, so a change in a parameter will affect all layers that use it.
§Example
use fyrox_animation::{
machine::{
State, Transition, PoseNode, MachineLayer,
Parameter, PlayAnimation, PoseWeight, BlendAnimations, BlendPose
},
core::pool::Handle
};
use fyrox_core::pool::ErasedHandle;
// Assume that these are correct handles.
let idle_animation = Handle::default();
let walk_animation = Handle::default();
let aim_animation = Handle::default();
let mut root_layer = MachineLayer::<ErasedHandle>::new();
let aim = root_layer.add_node(PoseNode::PlayAnimation(PlayAnimation::new(aim_animation)));
let walk = root_layer.add_node(PoseNode::PlayAnimation(PlayAnimation::new(walk_animation)));
// Blend two animations together
let blend_aim_walk = root_layer.add_node(PoseNode::BlendAnimations(
BlendAnimations::new(vec![
BlendPose::new(PoseWeight::Constant(0.75), aim),
BlendPose::new(PoseWeight::Constant(0.25), walk)
])
));
let walk_state = root_layer.add_state(State::new("Walk", blend_aim_walk));
let idle = root_layer.add_node(PoseNode::PlayAnimation(PlayAnimation::new(idle_animation)));
let idle_state = root_layer.add_state(State::new("Idle", idle));
root_layer.add_transition(Transition::new("Walk->Idle", walk_state, idle_state, 1.0, "WalkToIdle"));
root_layer.add_transition(Transition::new("Idle->Walk", idle_state, walk_state, 1.0, "IdleToWalk"));
Implementations§
Source§impl<T> MachineLayer<T>where
T: EntityId,
impl<T> MachineLayer<T>where
T: EntityId,
Source§impl<T> MachineLayer<T>where
T: EntityId,
impl<T> MachineLayer<T>where
T: EntityId,
Sourcepub fn new() -> MachineLayer<T>
pub fn new() -> MachineLayer<T>
Creates a new machine layer. See examples in MachineLayer
docs.
Sourcepub fn set_name<S>(&mut self, name: S)
pub fn set_name<S>(&mut self, name: S)
Sets new name for the layer. The name can then be used to find a layer in a parent state machine.
Sourcepub fn add_node(&mut self, node: PoseNode<T>) -> Handle<PoseNode<T>>
pub fn add_node(&mut self, node: PoseNode<T>) -> Handle<PoseNode<T>>
Adds a new node to the layer and returns its handle.
Sourcepub fn set_entry_state(&mut self, entry_state: Handle<State<T>>)
pub fn set_entry_state(&mut self, entry_state: Handle<State<T>>)
Sets new entry state of the layer. Entry state will always be active on the first frame and will remain active until some transition won’t change it.
Sourcepub fn entry_state(&self) -> Handle<State<T>>
pub fn entry_state(&self) -> Handle<State<T>>
Returns a handle of current entry state.
Sourcepub fn debug(&mut self, state: bool)
pub fn debug(&mut self, state: bool)
Turns on/off the debug mode. Debug mode forces to log all events happening in the layer. For example when a state changes, there will be a respective message in the log.
Sourcepub fn add_state(&mut self, state: State<T>) -> Handle<State<T>>
pub fn add_state(&mut self, state: State<T>) -> Handle<State<T>>
Adds a new state to the layer and returns its handle.
Sourcepub fn add_transition(
&mut self,
transition: Transition<T>,
) -> Handle<Transition<T>>
pub fn add_transition( &mut self, transition: Transition<T>, ) -> Handle<Transition<T>>
Adds a new transition to the layer and returns its handle.
Sourcepub fn get_state(&self, state: Handle<State<T>>) -> &State<T>
pub fn get_state(&self, state: Handle<State<T>>) -> &State<T>
Borrows a state using its handle, panics if the handle is invalid.
Sourcepub fn get_transition(
&self,
transition: Handle<Transition<T>>,
) -> &Transition<T>
pub fn get_transition( &self, transition: Handle<Transition<T>>, ) -> &Transition<T>
Borrows a transition using its handle, panics if the handle is invalid.
Sourcepub fn pop_event(&mut self) -> Option<Event<T>>
pub fn pop_event(&mut self) -> Option<Event<T>>
Tries to extract a next event from the inner event queue. You should use this method if you need to react
to layer events somehow. For example you might want to do some action when jump
state had become active.
§Example
use fyrox_animation::machine::{Event, MachineLayer};
use fyrox_core::pool::ErasedHandle;
let mut layer = MachineLayer::<ErasedHandle>::new();
while let Some(event) = layer.pop_event() {
match event {
Event::StateEnter(state_handle) => {
// Occurs when a state is just entered.
}
Event::StateLeave(state_handle) => {
// Occurs when a state is just left.
}
Event::ActiveStateChanged { prev, new } => {
// Occurs when active state has changed.
}
Event::ActiveTransitionChanged(transition_handle) => {
// Occurs when active transition has changed.
}
}
}
Sourcepub fn reset(&mut self)
pub fn reset(&mut self)
Resets layer state; deactivates all active transitions and sets active state to entry state.
Sourcepub fn collect_active_animations_events(
&self,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
strategy: AnimationEventCollectionStrategy,
) -> LayerAnimationEventsCollection<T>
pub fn collect_active_animations_events( &self, params: &ParameterContainer, animations: &AnimationContainer<T>, strategy: AnimationEventCollectionStrategy, ) -> LayerAnimationEventsCollection<T>
Fetches animation events from an active state (or a transition). It could be used to fetch animation events from a layer
and receive events only from active state (or transition) without a need to manually fetching the events from a dozens
of animations. Additionally, it provides a way of weight filtering of events - you can pick one of
AnimationEventCollectionStrategy
. For example, AnimationEventCollectionStrategy::MaxWeight
could be used to fetch
events from the animations with the largest weight (when blending them together).
§Important notes
This method does not remove the events from events queue of respective animations, so you need to clear the queue manually each frame.
Sourcepub fn node(&self, handle: Handle<PoseNode<T>>) -> &PoseNode<T>
pub fn node(&self, handle: Handle<PoseNode<T>>) -> &PoseNode<T>
Tries to borrow a node by its handle, panics if the handle is invalid.
Sourcepub fn node_mut(&mut self, handle: Handle<PoseNode<T>>) -> &mut PoseNode<T>
pub fn node_mut(&mut self, handle: Handle<PoseNode<T>>) -> &mut PoseNode<T>
Tries to borrow a node by its handle, panics if the handle is invalid.
Sourcepub fn nodes_mut(&mut self) -> &mut Pool<PoseNode<T>>
pub fn nodes_mut(&mut self) -> &mut Pool<PoseNode<T>>
Returns a reference to inner node container.
Sourcepub fn active_state(&self) -> Handle<State<T>>
pub fn active_state(&self) -> Handle<State<T>>
Returns a handle of active state. It could be used if you need to perform some action only if some
state is active. For example jumping could be done only from idle
and run
state, and not from
crouch
and other states.
Sourcepub fn active_transition(&self) -> Handle<Transition<T>>
pub fn active_transition(&self) -> Handle<Transition<T>>
Returns a handle of active transition. It is not empty only while a transition is active (doing blending between states).
Sourcepub fn transition(&self, handle: Handle<Transition<T>>) -> &Transition<T>
pub fn transition(&self, handle: Handle<Transition<T>>) -> &Transition<T>
Tries to borrow a transition using its handle, panics if the handle is invalid.
Sourcepub fn transition_mut(
&mut self,
handle: Handle<Transition<T>>,
) -> &mut Transition<T>
pub fn transition_mut( &mut self, handle: Handle<Transition<T>>, ) -> &mut Transition<T>
Tries to borrow a transition using its handle, panics if the handle is invalid.
Sourcepub fn transitions(&self) -> &Pool<Transition<T>>
pub fn transitions(&self) -> &Pool<Transition<T>>
Returns a reference to inner transitions container.
Sourcepub fn transitions_mut(&mut self) -> &mut Pool<Transition<T>>
pub fn transitions_mut(&mut self) -> &mut Pool<Transition<T>>
Returns a reference to inner transitions container.
Sourcepub fn find_transition_by_name_ref<S>(
&self,
name: S,
) -> Option<(Handle<Transition<T>>, &Transition<T>)>
pub fn find_transition_by_name_ref<S>( &self, name: S, ) -> Option<(Handle<Transition<T>>, &Transition<T>)>
Tries to find a transition by its name.
Sourcepub fn find_transition_by_name_mut<S>(
&mut self,
name: S,
) -> Option<(Handle<Transition<T>>, &mut Transition<T>)>
pub fn find_transition_by_name_mut<S>( &mut self, name: S, ) -> Option<(Handle<Transition<T>>, &mut Transition<T>)>
Tries to find a transition by its name.
Sourcepub fn state(&self, handle: Handle<State<T>>) -> &State<T>
pub fn state(&self, handle: Handle<State<T>>) -> &State<T>
Tries to borrow a state using its handle, panics if the handle is invalid.
Sourcepub fn state_mut(&mut self, handle: Handle<State<T>>) -> &mut State<T>
pub fn state_mut(&mut self, handle: Handle<State<T>>) -> &mut State<T>
Tries to borrow a state using its handle, panics if the handle is invalid.
Sourcepub fn find_state_by_name_ref<S>(
&self,
name: S,
) -> Option<(Handle<State<T>>, &State<T>)>
pub fn find_state_by_name_ref<S>( &self, name: S, ) -> Option<(Handle<State<T>>, &State<T>)>
Tries to find a state by its name.
Sourcepub fn find_state_by_name_mut<S>(
&mut self,
name: S,
) -> Option<(Handle<State<T>>, &mut State<T>)>
pub fn find_state_by_name_mut<S>( &mut self, name: S, ) -> Option<(Handle<State<T>>, &mut State<T>)>
Tries to find a state by its name.
Sourcepub fn states_mut(&mut self) -> &mut Pool<State<T>>
pub fn states_mut(&mut self) -> &mut Pool<State<T>>
Returns a reference to inner states container.
Sourcepub fn set_weight(&mut self, weight: f32)
pub fn set_weight(&mut self, weight: f32)
Sets layer weight. The weight will be used by parent state machine to blend into final pose. By default the weight is 1.0.
Sourcepub fn set_mask(&mut self, mask: LayerMask<T>) -> LayerMask<T>
pub fn set_mask(&mut self, mask: LayerMask<T>) -> LayerMask<T>
Sets new layer mask. See docs of LayerMask
for more info about layer masks.
Sourcepub fn pose(&self) -> &AnimationPose<T>
pub fn pose(&self) -> &AnimationPose<T>
Returns final pose of the layer.
Sourcepub fn animations_of_state(
&self,
state: Handle<State<T>>,
) -> impl Iterator<Item = Handle<Animation<T>>>
pub fn animations_of_state( &self, state: Handle<State<T>>, ) -> impl Iterator<Item = Handle<Animation<T>>>
Returns an iterator over all animations of a given state. It fetches the animations from PoseNode::PlayAnimation
nodes and returns them. This method could be useful to extract all animations used by a particular state. For example,
to listen for animation events and react to them.
Sourcepub fn is_all_animations_of_state_ended(
&self,
state: Handle<State<T>>,
animations: &AnimationContainer<T>,
) -> bool
pub fn is_all_animations_of_state_ended( &self, state: Handle<State<T>>, animations: &AnimationContainer<T>, ) -> bool
Returns true
if all animations of the given state has ended, false
- otherwise.
Trait Implementations§
Source§impl<T> Clone for MachineLayer<T>
impl<T> Clone for MachineLayer<T>
Source§fn clone(&self) -> MachineLayer<T>
fn clone(&self) -> MachineLayer<T>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl<T> Debug for MachineLayer<T>
impl<T> Debug for MachineLayer<T>
Source§impl<T> Default for MachineLayer<T>
impl<T> Default for MachineLayer<T>
Source§fn default() -> MachineLayer<T>
fn default() -> MachineLayer<T>
Source§impl<T> NameProvider for MachineLayer<T>where
T: EntityId,
impl<T> NameProvider for MachineLayer<T>where
T: EntityId,
Source§impl<T> PartialEq for MachineLayer<T>
impl<T> PartialEq for MachineLayer<T>
Source§impl<T> Reflect for MachineLayer<T>
impl<T> Reflect for MachineLayer<T>
fn source_path() -> &'static str
fn type_name(&self) -> &'static str
fn doc(&self) -> &'static str
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as an implementation.fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))
fn into_any(self: Box<MachineLayer<T>>) -> Box<dyn Any>
fn set( &mut self, value: Box<dyn Reflect>, ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>
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Source§impl<T> Visit for MachineLayer<T>
impl<T> Visit for MachineLayer<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> StructuralPartialEq for MachineLayer<T>where
T: EntityId,
Auto Trait Implementations§
impl<T> Freeze for MachineLayer<T>
impl<T> !RefUnwindSafe for MachineLayer<T>
impl<T> Send for MachineLayer<T>
impl<T> Sync for MachineLayer<T>where
T: Sync,
impl<T> Unpin for MachineLayer<T>where
T: Unpin,
impl<T> !UnwindSafe for MachineLayer<T>
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