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:
T: the component type that the animation should be applied to
Fields
nodes: Vec<(usize, T::Channel, Handle<Sampler<T::Primitive>>)>
node index -> sampler handle
Methods
impl<T> Animation<T> where
T: AnimationSampling, [src]
impl<T> Animation<T> where
T: AnimationSampling, pub fn new() -> Self[src]
pub fn new() -> SelfCreate new empty animation
pub fn new_single(
index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
) -> Self[src]
pub fn new_single(
index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
) -> SelfCreate an animation with a single sampler
pub fn add(
&mut self,
node_index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
)[src]
pub fn add(
&mut self,
node_index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
)Add a sampler to the animation
pub fn with(
self,
node_index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
) -> Self[src]
pub fn with(
self,
node_index: usize,
channel: T::Channel,
sampler: Handle<Sampler<T::Primitive>>
) -> SelfAdd a sampler to the animation
Trait Implementations
impl<T: Clone> Clone for Animation<T> where
T: AnimationSampling,
T::Channel: Clone,
T::Primitive: Clone, [src]
impl<T: Clone> Clone for Animation<T> where
T: AnimationSampling,
T::Channel: Clone,
T::Primitive: Clone, fn clone(&self) -> Animation<T>[src]
fn clone(&self) -> Animation<T>Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)1.0.0[src]
fn clone_from(&mut self, source: &Self)1.0.0
[src]Performs copy-assignment from source. Read more
impl<T: Debug> Debug for Animation<T> where
T: AnimationSampling,
T::Channel: Debug,
T::Primitive: Debug, [src]
impl<T: Debug> Debug for Animation<T> where
T: AnimationSampling,
T::Channel: Debug,
T::Primitive: Debug, fn fmt(&self, f: &mut Formatter) -> Result[src]
fn fmt(&self, f: &mut Formatter) -> ResultFormats the value using the given formatter. Read more
impl<T> Asset for Animation<T> where
T: AnimationSampling, [src]
impl<T> Asset for Animation<T> where
T: AnimationSampling, const NAME: &'static str
NAME: &'static str = "animation::Animation"
An identifier for this asset used for debugging.
type Data = Self
The Data type the asset can be created from.
type HandleStorage = VecStorage<Handle<Self>>
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]
impl<T> Into<Result<Animation<T>>> for Animation<T> where
T: AnimationSampling, Auto Trait Implementations
impl<T> Send for Animation<T> where
<T as AnimationSampling>::Channel: Send,
<T as AnimationSampling>::Primitive: Send,
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,
impl<T> Sync for Animation<T> where
<T as AnimationSampling>::Channel: Sync,
<T as AnimationSampling>::Primitive: Sync,