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Module plugins

Module plugins 

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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 RuntimePlugin and are added to a ViewportRuntime via with_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.