pub struct Transform {
pub translation: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}Expand description
A local (parent-relative) rigid pose — translation, rotation, scale.
Kept as separate T/R/S rather than a single glam::Mat4: interpolating
a matrix directly (e.g. lerping its columns) is mathematically wrong —
rotation has to slerp/nlerp, not lerp component-wise — so
AnimationClip::sample needs
T/R/S kept apart to interpolate each correctly, and only composes them
into a matrix at the very end via to_matrix.
Fields§
§translation: Vec3§rotation: Quat§scale: Vec3Implementations§
Source§impl Transform
impl Transform
pub const IDENTITY: Self
pub fn to_matrix(&self) -> Mat4
Sourcepub fn lerp(&self, other: &Transform, t: f32) -> Transform
pub fn lerp(&self, other: &Transform, t: f32) -> Transform
Blends toward other by t (0.0 = self, 1.0 = other) —
translation/scale lerp, rotation slerp. The building block for
crossfading between two animations: sample both clips into a
Vec<Transform> each, then poses_a.iter().zip(&poses_b).map(|(a, b)| a.lerp(b, t)).collect(). Blending more than two poses, per-bone
blend masks, and additive blending are all just repeated/weighted
applications of this same building block — left to you, since the
right blending strategy depends entirely on what you’re building.
Trait Implementations§
impl Copy for Transform
impl StructuralPartialEq for Transform
Auto Trait Implementations§
impl Freeze for Transform
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnsafeUnpin for Transform
impl UnwindSafe for Transform
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