pub struct SkeletonController {
    pub skeleton: Skeleton,
    pub animation_state: AnimationState,
    pub clipper: SkeletonClipping,
    pub settings: SkeletonControllerSettings,
}

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§skeleton: Skeleton§animation_state: AnimationState§clipper: SkeletonClipping§settings: SkeletonControllerSettings

Implementations§

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impl SkeletonController

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pub fn new( skeleton_data: Arc<SkeletonData>, animation_state_data: Arc<AnimationStateData> ) -> Self

Creates a new skeleton and animation state instance with the given data.

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pub fn with_settings(self, settings: SkeletonControllerSettings) -> Self

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pub fn update(&mut self, delta_seconds: f32)

Updates the animation state, applies to the skeleton, and updates world transforms.

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pub fn renderables(&mut self) -> Vec<SkeletonRenderable>

Render the skeleton using the SimpleDrawer and returns renderable mesh information.

In most cases, it is preferable to use SkeletonController::combined_renderables which is significantly faster for complex rigs.

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pub fn combined_renderables(&mut self) -> Vec<SkeletonCombinedRenderable>

Render the skeleton using the CombinedDrawer and returns renderable mesh information.

Trait Implementations§

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impl Debug for SkeletonController

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

Formats the value using the given formatter. Read more

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