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BoneSkeleton

Struct BoneSkeleton 

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pub struct BoneSkeleton {
    pub root: BoneId,
    pub ik_chains: Vec<IkChain>,
    pub skin_weights: Vec<SkinWeight>,
    /* private fields */
}
Expand description

The full skeleton — flat map of bones plus hierarchy helpers.

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§root: BoneId§ik_chains: Vec<IkChain>§skin_weights: Vec<SkinWeight>

Cached skin weights for the last set of surface points.

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impl BoneSkeleton

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pub fn new() -> Self

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pub fn add_bone( &mut self, name: impl Into<String>, head: Vec3, tail: Vec3, ) -> BoneId

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pub fn remove_bone(&mut self, id: BoneId) -> Option<BoneDesc>

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pub fn get(&self, id: BoneId) -> Option<&BoneDesc>

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pub fn get_mut(&mut self, id: BoneId) -> Option<&mut BoneDesc>

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pub fn bones(&self) -> impl Iterator<Item = &BoneDesc>

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pub fn bone_count(&self) -> usize

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pub fn set_parent(&mut self, child: BoneId, parent: BoneId)

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pub fn children_of(&self, id: BoneId) -> &[BoneId]

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pub fn ancestors_of(&self, id: BoneId) -> Vec<BoneId>

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pub fn depth_of(&self, id: BoneId) -> usize

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pub fn world_head(&self, id: BoneId) -> Vec3

World-space head of a bone (accumulates parent chain).

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pub fn world_matrix(&self, id: BoneId) -> Mat4

Accumulated world matrix for a bone’s head.

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pub fn bind_weights(&mut self, surface_points: &[Vec3])

Compute smooth bind weights for a list of surface points.

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pub fn build_humanoid(height: f32) -> Self

Build a standard humanoid skeleton from SDF body proportions.

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impl Debug for BoneSkeleton

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for BoneSkeleton

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fn default() -> Self

Returns the “default value” for a type. Read more

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