skeletal_animation::controller

Struct AnimationController

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pub struct AnimationController<T: Transform> { /* private fields */ }
Expand description

A runtime representation of an Animation State Machine, consisting of one or more AnimationStates connected by AnimationTransitions, where the output animation pose depends on the current state or any active transitions between states.

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impl<T: Transform> AnimationController<T>

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pub fn new( controller_def: AnimationControllerDef, skeleton: Rc<Skeleton>, animations: &HashMap<ClipId, Rc<AnimationClip<T>>>, ) -> AnimationController<T>

Create an AnimationController instance from its definition, the desired skeleton, and a collection of currently loaded animation clips.

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pub fn update(&mut self, delta_time: f64)

Update the controller’s local clock with the given time delta

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pub fn set_playback_speed(&mut self, speed: f64)

Set the playback speed for the controller

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pub fn set_param_value(&mut self, name: &str, value: f32)

Set the value for the given controller parameter

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pub fn get_param_value(&self, name: &str) -> f32

Return the value for the given controller parameter

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pub fn get_parameters(&self) -> &HashMap<String, f32>

Return a read-only reference to the controller parameter map

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pub fn get_output_pose<TOutput: Transform + FromTransform<T>>( &mut self, ext_dt: f64, output_poses: &mut [TOutput], )

Calculate global skeletal joint poses for the given time since last update

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