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: MeshHandleImplementations§
Source§impl 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 Freeze for Skeleton
impl RefUnwindSafe for Skeleton
impl Send for Skeleton
impl Sync for Skeleton
impl Unpin for Skeleton
impl UnwindSafe for Skeleton
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more