pub struct LayeredAnimationStateMachine {
pub states: HashMap<String, AnimationStateEntry>,
pub transitions: Vec<StateTransition>,
pub current_state: Option<String>,
pub next_state: Option<String>,
pub blend_alpha: f32,
pub elapsed: f32,
}Fields§
§states: HashMap<String, AnimationStateEntry>§transitions: Vec<StateTransition>§current_state: Option<String>§next_state: Option<String>§blend_alpha: f32§elapsed: f32Implementations§
Source§impl LayeredAnimationStateMachine
impl LayeredAnimationStateMachine
pub fn new() -> Self
pub fn add_state(&mut self, s: AnimationStateEntry)
pub fn add_transition(&mut self, t: StateTransition)
pub fn trigger(&mut self, name: &str)
pub fn update(&mut self, dt: f32) -> f32
pub fn evaluate_pose( &self, registry: &AnimationRegistry, time: f32, n_bones: usize, ) -> Vec<Transform>
Auto Trait Implementations§
impl Freeze for LayeredAnimationStateMachine
impl RefUnwindSafe for LayeredAnimationStateMachine
impl Send for LayeredAnimationStateMachine
impl Sync for LayeredAnimationStateMachine
impl Unpin for LayeredAnimationStateMachine
impl UnsafeUnpin for LayeredAnimationStateMachine
impl UnwindSafe for LayeredAnimationStateMachine
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