Expand description
Plain CPU data for a joint hierarchy — no Asset/
Handle/GPU upload involved. A skeleton is pure computation (walking a
joint hierarchy, multiplying matrices) right up until you write the
result into a buffer of your own — see Skeleton::skinning_matrices.
Structs§
- Joint
- One joint’s static rig data — everything that never changes once the
skeleton is built, as opposed to
Transform, which is per-pose (a new one every frame, fromAnimationClip::sample). - Skeleton
- A joint hierarchy — parent/child relationships plus each joint’s fixed
bind-pose data. Immutable once built; combine it with a per-frame
Vec<Transform>(one local pose per joint, e.g. fromAnimationClip::sample) viaworld_matrices/skinning_matricesto get the matrices your own shader/buffer actually needs. - Transform
- A local (parent-relative) rigid pose — translation, rotation, scale.