pub struct BlendNodeRef(pub AnimationNodeRef);
Expand description

Blend animation node. This is an animation node which can be plugged into an animation player or other animation nodes.

This is just a reference to an entity which lives in the ecs. You need to call despawn to remove it.

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§0: AnimationNodeRef

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impl BlendNodeRef

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pub fn new( left: impl AsRef<AnimationNodeRef>, right: impl AsRef<AnimationNodeRef>, weight: f32 ) -> BlendNodeRef

Create a new blend animation node.

If the weight is 0, only the left animation will play. If the weight is 1, only the right animation will play. Values in between blend between the two animations.

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pub fn from_entity(entity: EntityId) -> BlendNodeRef

Use an existing node

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pub fn set_weight(&self, weight: f32)

Set the weight of this blend node.

If the weight is 0, only the left animation will play. If the weight is 1, only the right animation will play. Values in between blend between the two animations.

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pub fn set_mask(&self, weights: Vec<(BindId, f32)>)

Sets the mask of this blend node.

For example blend_node.set_mask(vec![("LeftLeg".to_string(), 1.)]) means that the LeftLeg is always controlled by the right animation.

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pub fn set_mask_humanoid_lower_body(&self, weight: f32)

Sets a mask value to all bones of a humanoids lower body

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pub fn set_mask_humanoid_upper_body(&self, weight: f32)

Sets a mask value to all bones of a humanoids upper body

Trait Implementations§

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impl AsRef<AnimationNodeRef> for BlendNodeRef

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fn as_ref(&self) -> &AnimationNodeRef

Converts this type into a shared reference of the (usually inferred) input type.
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impl Clone for BlendNodeRef

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fn clone(&self) -> BlendNodeRef

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BlendNodeRef

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Copy for BlendNodeRef

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