Struct rend3_types::Skeleton
source · [−]pub struct Skeleton {
pub joint_matrices: Vec<Mat4>,
pub mesh: MeshHandle,
}
Expand description
A Skeleton stores the necessary data to do vertex skinning for an Object.
Fields
joint_matrices: Vec<Mat4>
Stores one transformation matrix for each joint. These are the transformations that will be applied to the vertices affected by the corresponding joint. Not to be confused with the transform matrix of the joint itself.
The Skeleton::form_joint_transforms
constructor can be used to create
a Skeleton with the joint transform matrices instead.
mesh: MeshHandle
Implementations
sourceimpl Skeleton
impl Skeleton
sourcepub fn from_joint_transforms(
mesh: MeshHandle,
joint_global_transforms: &[Mat4],
inverse_bind_transforms: &[Mat4]
) -> Skeleton
pub fn from_joint_transforms(
mesh: MeshHandle,
joint_global_transforms: &[Mat4],
inverse_bind_transforms: &[Mat4]
) -> Skeleton
Creates a skeleton with the list of global transforms and inverse bind transforms for each joint
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Skeleton
impl Send for Skeleton
impl Sync for Skeleton
impl Unpin for Skeleton
impl UnwindSafe for Skeleton
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcepub fn to_owned(&self) -> T
pub fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
sourcepub fn clone_into(&self, target: &mut T)
pub fn clone_into(&self, target: &mut T)
🔬 This is a nightly-only experimental API. (
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more