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SkinnedModel

Struct SkinnedModel 

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pub struct SkinnedModel {
    pub mesh: MeshData,
    pub bind: Vec<(Vec3, Vec3)>,
    pub joints: Vec<[u16; 4]>,
    pub weights: Vec<[f32; 4]>,
    pub nodes: Vec<SkelNode>,
    pub skin: Vec<Joint>,
    pub clips: Vec<Clip>,
    pub humanoid: Option<HumanoidBones>,
    pub children: Vec<Vec<usize>>,
}
Expand description

A skinned model: its bind-pose mesh, the weights, the skeleton and the clips.

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§mesh: MeshData

The mesh in its rest pose (model space), with textures and material runs.

§bind: Vec<(Vec3, Vec3)>

Per vertex: position and normal in the mesh’s bind space (what joints transform).

§joints: Vec<[u16; 4]>

Per vertex: up to four joints and their weights (summing to one).

§weights: Vec<[f32; 4]>

Per vertex: the weights of joints.

§nodes: Vec<SkelNode>

The skeleton (parents before children for FBX).

§skin: Vec<Joint>

What joints refer to.

§clips: Vec<Clip>

Clips from the file and the procedural humanoid ones.

§humanoid: Option<HumanoidBones>

The humanoid parts, when the bones have recognisable names (IK, ragdolls).

§children: Vec<Vec<usize>>

children[i]: nodes whose parent is i.

Implementations§

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impl SkinnedModel

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pub fn clip(&self, name: &str) -> Option<&Clip>

Clip by name: exact, then case-insensitive, then the part after | (Rig|Walk = Walk).

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pub fn rest_pose(&self) -> Vec<Trs>

The rest pose.

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pub fn sample(&self, clip: &Clip, time: f32, looping: bool, out: &mut Vec<Trs>)

Pose of clip at time seconds (wrapped when looping, held at the end otherwise).

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pub fn skin_into(&self, pose: &[Trs], out: &mut MeshData)

Deforms the vertices of out (a copy of self.mesh) into pose.

Trait Implementations§

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impl Clone for SkinnedModel

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fn clone(&self) -> SkinnedModel

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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