pub struct Skeleton { /* private fields */ }Implementations§
Source§impl Skeleton
impl Skeleton
Sourcepub fn new(joints: Vec<Joint>) -> Result<Skeleton, SceneError>
pub fn new(joints: Vec<Joint>) -> Result<Skeleton, SceneError>
Joints must be parent-before-child; this also proves acyclic hierarchy.
pub fn joint_count(&self) -> usize
pub fn world_pose( &self, locals: &[Transform], ) -> Result<Vec<[f32; 16]>, SceneError>
Sourcepub fn skin_palette(
&self,
locals: &[Transform],
) -> Result<Vec<[f32; 16]>, SceneError>
pub fn skin_palette( &self, locals: &[Transform], ) -> Result<Vec<[f32; 16]>, SceneError>
Model-space joint world pose multiplied by inverse bind, ready for skinning.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Skeleton
impl RefUnwindSafe for Skeleton
impl Send for Skeleton
impl Sync for Skeleton
impl Unpin for Skeleton
impl UnwindSafe for Skeleton
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