BlendAnimationsByIndex

Struct BlendAnimationsByIndex 

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pub struct BlendAnimationsByIndex<T>
where T: EntityId,
{ pub base: BasePoseNode<T>, pub index_parameter: String, pub inputs: Vec<IndexedBlendInput<T>>, pub prev_index: Cell<Option<u32>>, pub blend_time: Cell<f32>, pub output_pose: RefCell<AnimationPose<T>>, }
Expand description

A node that switches between given animations using index and smoothly blends from one animation to another while switching. It is very useful for situations when you need to switch between different animations. For example you could have an aim state, it is suitable for any weapon (you don’t need to create a ton of states like aim_rifle, aim_pistol, etc), but actual weapon holding animation should be different based on actual weapon a character is holding. In this case you create a BlendAnimationsByIndex node, add a few inputs where each input uses different weapon holding animation and in your game all you need to do is to set an index parameter in the machine parameters. The node will automatically perform smooth transition between different animations.

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§base: BasePoseNode<T>

Base node.

§index_parameter: String

A name of index parameter that will be used to switch between input poses.

§inputs: Vec<IndexedBlendInput<T>>

A set of input poses.

§prev_index: Cell<Option<u32>>

Index of a previously active input pose.

§blend_time: Cell<f32>

Current blend time.

§output_pose: RefCell<AnimationPose<T>>

Output pose of the node.

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impl<T> BlendAnimationsByIndex<T>
where T: EntityId,

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pub const BASE: &'static str = "base"

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pub const INDEX_PARAMETER: &'static str = "index_parameter"

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pub const INPUTS: &'static str = "inputs"

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impl<T> BlendAnimationsByIndex<T>
where T: EntityId,

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pub fn new( index_parameter: String, inputs: Vec<IndexedBlendInput<T>>, ) -> BlendAnimationsByIndex<T>

Creates new BlendAnimationsByIndex node using given index parameter name and a set of inputs.

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pub fn children(&self) -> Vec<Handle<PoseNode<T>>>

Return a set of handle of children nodes.

Methods from Deref<Target = BasePoseNode<T>>§

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pub const POSITION: &'static str = "position"

Trait Implementations§

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impl<T> AnimationPoseSource<T> for BlendAnimationsByIndex<T>
where T: EntityId,

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fn eval_pose( &self, nodes: &Pool<PoseNode<T>>, params: &ParameterContainer, animations: &AnimationContainer<T>, dt: f32, ) -> Ref<'_, AnimationPose<T>>

Evaluates animation pose and returns a reference to it.
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fn pose(&self) -> Ref<'_, AnimationPose<T>>

Returns a reference to inner pose of a node.
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fn collect_animation_events( &self, nodes: &Pool<PoseNode<T>>, params: &ParameterContainer, animations: &AnimationContainer<T>, strategy: AnimationEventCollectionStrategy, ) -> Vec<(Handle<Animation<T>>, AnimationEvent)>

Collects animation events from internals.
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impl<T> Clone for BlendAnimationsByIndex<T>
where T: Clone + EntityId,

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fn clone(&self) -> BlendAnimationsByIndex<T>

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T> Debug for BlendAnimationsByIndex<T>
where T: Debug + EntityId,

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<T> Default for BlendAnimationsByIndex<T>
where T: Default + EntityId,

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fn default() -> BlendAnimationsByIndex<T>

Returns the “default value” for a type. Read more
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impl<T> DerefMut for BlendAnimationsByIndex<T>
where T: EntityId,

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fn deref_mut(&mut self) -> &mut <BlendAnimationsByIndex<T> as Deref>::Target

Mutably dereferences the value.
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impl<T> PartialEq for BlendAnimationsByIndex<T>
where T: PartialEq + EntityId,

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fn eq(&self, other: &BlendAnimationsByIndex<T>) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<T> Reflect for BlendAnimationsByIndex<T>

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fn source_path() -> &'static str

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fn type_name(&self) -> &'static str

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fn doc(&self) -> &'static str

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fn assembly_name(&self) -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn type_assembly_name() -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))

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fn into_any(self: Box<BlendAnimationsByIndex<T>>) -> Box<dyn Any>

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fn set( &mut self, value: Box<dyn Reflect>, ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>

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fn as_any(&self, func: &mut dyn FnMut(&(dyn Any + 'static)))

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fn as_any_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Any + 'static)))

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fn as_reflect(&self, func: &mut dyn FnMut(&(dyn Reflect + 'static)))

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fn as_hash_map_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHashMap + 'static)>), )

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impl<T> Visit for BlendAnimationsByIndex<T>

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>

Read or write this value, depending on whether Visitor::is_reading() is true or false. Read more
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impl<T> Deref for BlendAnimationsByIndex<T>
where T: EntityId,

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type Target = BasePoseNode<T>

The resulting type after dereferencing.
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fn deref(&self) -> &<BlendAnimationsByIndex<T> as Deref>::Target

Dereferences the value.
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impl<T> StructuralPartialEq for BlendAnimationsByIndex<T>
where T: EntityId,

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