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: SkeletonThe skeleton this plugin deforms against.
mesh_id: MeshIdThe GPU mesh to update each frame.
path: SkinningPathWhich 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§
Source§impl SkeletonPlugin
impl SkeletonPlugin
Sourcepub fn new(
skeleton: Skeleton,
mesh_id: MeshId,
positions: Vec<[f32; 3]>,
normals: Vec<[f32; 3]>,
skin_weights: SkinWeights,
) -> Self
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.
Sourcepub fn with_path(self, path: SkinningPath) -> Self
pub fn with_path(self, path: SkinningPath) -> Self
Override the deformation path. Builder-style for ergonomic init.
Trait Implementations§
Source§impl RuntimePlugin for SkeletonPlugin
impl RuntimePlugin for SkeletonPlugin
Source§fn priority(&self) -> i32
fn priority(&self) -> i32
phase as base values and offset within a band if needed.Source§fn step(&mut self, ctx: &mut RuntimeStepContext<'_>)
fn step(&mut self, ctx: &mut RuntimeStepContext<'_>)
Source§fn type_name(&self) -> &'static str
fn type_name(&self) -> &'static str
RuntimeStats. Defaults to the concrete type
name; override to disambiguate when several plugins share a type or to
give a friendlier label.Source§fn submit(&mut self, _ctx: &RuntimeStepContext<'_>)
fn submit(&mut self, _ctx: &RuntimeStepContext<'_>)
Source§fn collect(&mut self, _ctx: &mut RuntimeStepContext<'_>)
fn collect(&mut self, _ctx: &mut RuntimeStepContext<'_>)
Source§fn on_event(&mut self, _event: &RuntimeEvent, _ctx: &mut RuntimeStepContext<'_>)
fn on_event(&mut self, _event: &RuntimeEvent, _ctx: &mut RuntimeStepContext<'_>)
Auto Trait Implementations§
impl Freeze for SkeletonPlugin
impl RefUnwindSafe for SkeletonPlugin
impl Send for SkeletonPlugin
impl Sync for SkeletonPlugin
impl Unpin for SkeletonPlugin
impl UnsafeUnpin for SkeletonPlugin
impl UnwindSafe for SkeletonPlugin
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