Struct amethyst_animation::Animation[][src]

pub struct Animation<T> where
    T: AnimationSampling
{ pub nodes: Vec<(usize, T::Channel, Handle<Sampler<T::Primitive>>)>, }

Defines a single animation.

An animation is a set of Samplers that should always run together as a unit.

Defines relationships between the node index in AnimationHierarchy and a Sampler handle. If the animation only targets a single node index, AnimationHierarchy is not required.

Type parameters:

Fields

node index -> sampler handle

Methods

impl<T> Animation<T> where
    T: AnimationSampling
[src]

Create new empty animation

Create an animation with a single sampler

Add a sampler to the animation

Add a sampler to the animation

Trait Implementations

impl<T: Clone> Clone for Animation<T> where
    T: AnimationSampling,
    T::Channel: Clone,
    T::Primitive: Clone
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl<T: Debug> Debug for Animation<T> where
    T: AnimationSampling,
    T::Channel: Debug,
    T::Primitive: Debug
[src]

Formats the value using the given formatter. Read more

impl<T> Asset for Animation<T> where
    T: AnimationSampling
[src]

NAME: &'static str = "animation::Animation"

An identifier for this asset used for debugging.

The Data type the asset can be created from.

The ECS storage type to be used. You'll want to use VecStorage in most cases.

impl<T> Into<Result<Animation<T>>> for Animation<T> where
    T: AnimationSampling
[src]

Performs the conversion.

Auto Trait Implementations

impl<T> Send for Animation<T> where
    <T as AnimationSampling>::Channel: Send,
    <T as AnimationSampling>::Primitive: Send

impl<T> Sync for Animation<T> where
    <T as AnimationSampling>::Channel: Sync,
    <T as AnimationSampling>::Primitive: Sync