Expand description
Built-in plugins: skinning, animation, constraints, physics, skeleton.
Built-in plugins for viewport-lib.
Each plugin lives in its own subdirectory and exposes its public surface
through its own mod.rs. Consumers import from the plugin’s own path:
ⓘ
use viewport_lib::plugins::skeleton::{SkeletonPlugin, SkinnedActorPlugin};
use viewport_lib::plugins::skinning::SkinningPlugin;This module intentionally does not re-export its children’s symbols at the top level: the path identifies which plugin each type belongs to, and the in-crate convention matches the shape used by external plugin crates (one public root per crate, not a shared namespace).
Plugin kinds currently shipped:
- Deformer plugins register a per-vertex deformation body against
the mesh shader family. The only in-crate deformer is [
skinning]. - Runtime plugins implement
RuntimePluginand are added to aViewportRuntimeviawith_plugin. The in-crate set covers [animation], [constraint], [physics_lite], and the [skeleton] family.
Modules§
- animation
- AnimationPlugin: keyframed and procedural transform animation.
- constraint
- ConstraintPlugin: spring-to-target, damping, and bounds constraints.
- physics_
lite - PhysicsLitePlugin: simple velocity integration, gravity, and bounded collision.
- skeleton
- Skeletal animation: substrate types, animation clips, and built-in plugins.
- skinning
- GPU skinning as a deformer-registry plugin.