Expand description
Standard prelude for animations, that contains all most commonly used types and traits.
Re-exports§
pub use super::Animation;pub use super::AnimationContainer;pub use super::AnimationContainerExt;pub use super::AnimationPlayer;pub use super::AnimationPlayerBuilder;pub use super::AnimationPose;pub use super::AnimationPoseExt;pub use super::BoundValueCollectionExt;pub use super::NodePose;pub use super::Track;
Structs§
- Animation
Event - An event happened in an animation.
- Animation
Signal - Signal is a named marker on specific time position on the animation timeline. Signal will emit an event if the animation playback
time passes signal’s position from left-to-right (or vice versa depending on playback direction). Signals are usually used to
attach some specific actions to a position in time. For example, you can have a walking animation and you want to emit sounds
when character’s feet touch ground. In this case you need to add a few signals at times when each foot touches the ground.
After that all you need to do is to fetch animation events one-by-one and emit respective sounds. See
AnimationSignaldocs for more info and examples. - Bound
Value Collection - A collection of values that are bounds to some properties.
- Track
Data Container - Container for a track data. Strictly speaking, it is just a set of parametric curves which can be
fetched at a given time position simultaneously, producing a value of desired type. Which type of
value is produced is defined by
TrackValueKindenumeration. Usually a container contains up to 4 curves (the largest type supported isVector4).
Enums§
- Track
Value - A real value that can be produced by an animation track. Animations always operate on real numbers (
f32) for any kind of machine numeric types (includingbool). This is needed to be able to blend values; final blending result is then converted to an actual machine type of a target property. - Track
Value Kind - The kind of track output value, the animation system works only with numeric properties and the number of variants is small.
- Value
Binding - Value binding tells the animation system to which of the many properties to set track’s value. It has special cases for the most used properties and a generic one for arbitrary properties. Arbitrary properties are set using reflection system, while the special cases handles bindings to standard properties (such as position, scaling, or rotation) for optimization. Reflection is quite slow to be used as the universal property setting mechanism.
- Value
Type - An actual type of a property value.