pub struct CharacterSkeleton {
Show 25 fields head: Bone, chest: Bone, belt: Bone, back: Bone, shorts: Bone, hand_l: Bone, hand_r: Bone, foot_l: Bone, foot_r: Bone, shoulder_l: Bone, shoulder_r: Bone, glider: Bone, main: Bone, second: Bone, lantern: Bone, hold: Bone, torso: Bone, control: Bone, control_l: Bone, control_r: Bone, holding_lantern: bool, back_carry_offset: f32, main_weapon_trail: bool, off_weapon_trail: bool, glider_trails: bool,
}

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§head: Bone§chest: Bone§belt: Bone§back: Bone§shorts: Bone§hand_l: Bone§hand_r: Bone§foot_l: Bone§foot_r: Bone§shoulder_l: Bone§shoulder_r: Bone§glider: Bone§main: Bone§second: Bone§lantern: Bone§hold: Bone§torso: Bone§control: Bone§control_l: Bone§control_r: Bone§holding_lantern: bool§back_carry_offset: f32§main_weapon_trail: bool§off_weapon_trail: bool§glider_trails: bool

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impl CharacterSkeleton

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pub fn new(holding_lantern: bool, back_carry_offset: f32) -> Self

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impl CharacterSkeleton

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pub fn do_tools_on_back( &mut self, hands: (Option<Hands>, Option<Hands>), active_tool_kind: Option<ToolKind>, second_tool_kind: Option<ToolKind> )

Animate tools (main and secondary) on the character’s back, taking in account backpack offsets.

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pub fn do_hold_lantern( &mut self, s_a: &SkeletonAttr, anim_time: f32, acc_vel: f32, speednorm: f32, impact: f32, tilt: f32 )

If we’re holding a lantern, animate hold the lantern in a reasonable position.

Trait Implementations§

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impl Clone for CharacterSkeleton

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fn clone(&self) -> CharacterSkeleton

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 Default for CharacterSkeleton

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fn default() -> CharacterSkeleton

Returns the “default value” for a type. Read more
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impl<'a, Factor> Lerp<Factor> for &'a CharacterSkeleton
where Factor: Copy, Bone: Lerp<Factor, Output = Bone>,

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type Output = CharacterSkeleton

The resulting type after performing the LERP operation.
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fn lerp_unclamped_precise(from: Self, to: Self, factor: Factor) -> Self::Output

Returns the linear interpolation of from to to with factor unconstrained, using a possibly slower but more precise operation. Read more
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fn lerp_unclamped(from: Self, to: Self, factor: Factor) -> Self::Output

Returns the linear interpolation of from to to with factor unconstrained, using the supposedly fastest but less precise implementation. Read more
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fn lerp_unclamped_inclusive_range( range: RangeInclusive<Self>, factor: Factor ) -> Self::Output

Version of lerp_unclamped() that used a single RangeInclusive parameter instead of two values.
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fn lerp_unclamped_precise_inclusive_range( range: RangeInclusive<Self>, factor: Factor ) -> Self::Output

Version of lerp_unclamped_precise() that used a single RangeInclusive parameter instead of two values.
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impl Skeleton for CharacterSkeleton

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type Attr = SkeletonAttr

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type Body = Body

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const BONE_COUNT: usize = 16usize

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fn compute_matrices_inner( &self, base_mat: Mat4<f32>, buf: &mut [FigureBoneData; 16], body: Self::Body ) -> Offsets

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fn compute_matrices( &self, base_mat: Mat4<f32>, buf: &mut [FigureBoneData; 16], body: Self::Body ) -> Offsets

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