pub struct Animator { /* private fields */ }Implementations§
Source§impl Animator
impl Animator
pub fn new(rig: Arc<Rig>, rate: u32) -> Self
pub fn rig(&self) -> &Rig
pub fn rate(&self) -> u32
pub fn play(&mut self, clip: &str, tick: u64) -> Result<(), AnimError>
pub fn crossfade( &mut self, clip: &str, seconds: f32, tick: u64, ) -> Result<(), AnimError>
pub fn set_fade(&mut self, seconds: f32) -> Result<(), AnimError>
pub fn blend( &mut self, clip: &str, weight: f32, tick: u64, ) -> Result<(), AnimError>
pub fn set_weight(&mut self, clip: &str, weight: f32) -> Result<(), AnimError>
pub fn set_speed( &mut self, clip: &str, speed: f32, tick: u64, ) -> Result<(), AnimError>
pub fn set_start( &mut self, clip: &str, seconds: f32, tick: u64, ) -> Result<(), AnimError>
pub fn play_blend( &mut self, clips: &[(&str, f32)], tick: u64, ) -> Result<(), AnimError>
pub fn set_playback( &mut self, clip: &str, playback: Playback, ) -> Result<(), AnimError>
pub fn stop(&mut self)
pub fn is_playing(&self) -> bool
pub fn playing(&self) -> Vec<(&str, f32)>
pub fn time(&self, clip: &str, tick: u64) -> Option<f32>
pub fn finished(&self, clip: &str, tick: u64) -> bool
pub fn evaluate(&self, tick: u64, pose: &mut Pose)
pub fn pose(&self, tick: u64) -> Pose
pub fn palette(&self, tick: u64) -> Vec<Mat4> ⓘ
pub fn advance(&mut self, tick: u64) -> Vec<Fired>
Trait Implementations§
impl StructuralPartialEq for Animator
Auto Trait Implementations§
impl Freeze for Animator
impl RefUnwindSafe for Animator
impl Send for Animator
impl Sync for Animator
impl Unpin for Animator
impl UnsafeUnpin for Animator
impl UnwindSafe for Animator
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more