Module prelude

Module prelude 

Source
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§

AnimationEvent
An event happened in an animation.
AnimationSignal
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 AnimationSignal docs for more info and examples.
BoundValueCollection
A collection of values that are bounds to some properties.
TrackDataContainer
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 TrackValueKind enumeration. Usually a container contains up to 4 curves (the largest type supported is Vector4).

Enums§

TrackValue
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 (including bool). This is needed to be able to blend values; final blending result is then converted to an actual machine type of a target property.
TrackValueKind
The kind of track output value, the animation system works only with numeric properties and the number of variants is small.
ValueBinding
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.
ValueType
An actual type of a property value.