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SkeletonPlugin

Struct SkeletonPlugin 

Source
pub struct SkeletonPlugin {
    pub skeleton: Skeleton,
    pub mesh_id: MeshId,
    pub path: SkinningPath,
    /* private fields */
}
Expand description

Built-in plugin that applies CPU linear blend skinning each frame.

Store a Pose in [super::super::resources::RuntimeResources] (keyed by the Pose type) during the ANIMATE phase or earlier. SkeletonPlugin runs at POST_SIM, reads the pose, computes the skinning matrices, and emits a SkinnedMeshUpdate event onto ctx.output.events.

After step(), drain output.events.drain::<SkinnedMeshUpdate>() and call renderer.resources_mut().write_mesh_positions_normals(queue, id, pos, nrm) to upload the deformed geometry.

§Example

// Startup: register the plugin with bind-pose mesh data.
let plugin = SkeletonPlugin::new(skeleton, mesh_id, positions, normals, skin_weights);
let runtime = ViewportRuntime::new().with_plugin(plugin);

// Per-frame: write the animated pose before step().
runtime.resources_mut().insert(my_pose);

let output = runtime.step(&mut scene, &mut sel, &frame_ctx);

for u in output.events.drain::<SkinnedMeshUpdate>() {
    renderer.resources_mut()
        .write_mesh_positions_normals(queue, u.mesh_id, &u.positions, &u.normals)
        .ok();
}

Fields§

§skeleton: Skeleton

The skeleton this plugin deforms against.

§mesh_id: MeshId

The GPU mesh to update each frame.

§path: SkinningPath

Which deformation path to emit each frame. Defaults to Cpu so existing consumers keep working unchanged. Set to Gpu when the host has uploaded skin weights for mesh_id and is draining output.events.drain::<SkinnedPoseUpdate>() into SkinningPlugin::attach_palette.

Implementations§

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impl SkeletonPlugin

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pub fn new( skeleton: Skeleton, mesh_id: MeshId, positions: Vec<[f32; 3]>, normals: Vec<[f32; 3]>, skin_weights: SkinWeights, ) -> Self

Create a new SkeletonPlugin.

positions and normals are the bind-pose vertex arrays (same as those passed to upload_mesh_data). skin_weights must have the same vertex count as positions.

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

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

Trait Implementations§

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impl RuntimePlugin for SkeletonPlugin

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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 type_name(&self) -> &'static str

A stable name for this plugin, used to key per-plugin timing in RuntimeStats. Defaults to the concrete type name; override to disambiguate when several plugins share a type or to give a friendlier label.
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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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