Expand description
The machine a game poses a draw with: the states it moves between, what each of them plays, and how far along that is.
A game writes its states as a fieldless enum under AnimationStates,
which states what each state plays — a clip looping, a clip once, two
blended, or one a value scrubs — and where the machine goes from there.
ctx.animate runs an Animator of
those states against the game’s own input, and
Instance::posed draws a mesh in the
pose it holds. No clip length and no time of a game’s own crosses either
call: a state reads Progress and states a Transition.
Structs§
- Animator
- The machine a game poses a draw with: the state it is in, what that state plays, and the fade out of the state it left.
- Motion
- What a state plays: one clip, two of them blended, or one a value of the game’s own scrubs.
- Progress
- How far along what it plays a machine is, which a state reads to decide where to go next.
- Transition
- Where a machine goes next, and how it gets there.
Traits§
- Animation
States - The states a game poses one mesh through, and what each of them plays.