pub struct PerSkinData {
pub node_to_joint_idx: FastHashMap<NodeIndex, JointIndex>,
pub joint_nodes_topological_order: Vec<NodeIndex>,
pub skeletons: Vec<SkeletonHandle>,
}Expand description
Cached data structures per each of the Skins in a gltf model. This struct is
part of AnimationData
Fields§
§node_to_joint_idx: FastHashMap<NodeIndex, JointIndex>Translates node indices to joint indices for this particular skin. This translation is necessary because an animation may be animating a scene node which is present in multiple skins.
joint_nodes_topological_order: Vec<NodeIndex>Stores the node indices for this skin’s joints in topological order. This is used to avoid iterating all the scene hierarchy when computing global positions for a node.
skeletons: Vec<SkeletonHandle>The list of skeletons deformed by this animation. There’s one skeleton for each of the mesh primitives. Every skeleton in this list is shares the same bone structure.
Auto Trait Implementations§
impl Freeze for PerSkinData
impl RefUnwindSafe for PerSkinData
impl Send for PerSkinData
impl Sync for PerSkinData
impl Unpin for PerSkinData
impl UnwindSafe for PerSkinData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more