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SkinnedActorPlugin

Struct SkinnedActorPlugin 

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pub struct SkinnedActorPlugin {
    pub skeleton: Skeleton,
    pub bind_pose: Pose,
    pub clips: Vec<AnimationClip>,
    pub actors: Vec<SkinnedActor>,
    pub path: SkinningPath,
}
Expand description

Runtime plugin that animates many actors sharing one skeleton.

Runs at phase::POST_SIM. Does not read or write RuntimeResources::Pose; each actor’s pose is built internally from its own playhead and applied directly. Emits one SkinnedMeshUpdate per part per actor each frame.

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§skeleton: Skeleton

Skeleton shared by every actor.

§bind_pose: Pose

Bind pose, cloned each step before the actor’s clip is sampled over it. Provides default channel values for joints the clip does not animate.

§clips: Vec<AnimationClip>

Clips available to actors via SkinnedActor::clip_index.

§actors: Vec<SkinnedActor>

All actors driven by this plugin.

§path: SkinningPath

Which deformation path to emit each frame. On Gpu, one SkinnedPoseUpdate is pushed per actor per part. The instance id is the actor’s index in actors so the host can drive the right joint palette via SkinningPlugin::attach_palette.

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impl SkinnedActorPlugin

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pub fn new( skeleton: Skeleton, bind_pose: Pose, clips: Vec<AnimationClip>, ) -> Self

Create a plugin with no actors yet.

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pub fn with_path(self, path: SkinningPath) -> Self

Override the deformation path. Builder-style for ergonomic init.

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pub fn with_actor(self, actor: SkinnedActor) -> Self

Append an actor.

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pub fn with_actors(self, actors: impl IntoIterator<Item = SkinnedActor>) -> Self

Append many actors at once.

Trait Implementations§

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impl RuntimePlugin for SkinnedActorPlugin

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fn priority(&self) -> i32

Numeric execution priority. Lower values run first. Use the constants in phase as base values and offset within a band if needed.
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fn step(&mut self, ctx: &mut RuntimeStepContext<'_>)

Called once per phase execution. Read more
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fn submit(&mut self, _ctx: &RuntimeStepContext<'_>)

Called once per frame before the step loop, in priority order. Read more
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fn collect(&mut self, _ctx: &mut RuntimeStepContext<'_>)

Called once per frame after the step loop, in priority order. Read more
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fn on_event(&mut self, _event: &RuntimeEvent, _ctx: &mut RuntimeStepContext<'_>)

Called for each lifecycle event before the step loop.

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