Expand description
The glTF scene: a skinned fox and a morph-target cube, animated from the documents they were loaded from.
Both assets under unlit3d_asset_files/assets are loaded as glTF documents
and drawn through one MeshSource: the fox’s mesh is deformed by its own
skeleton under the document’s Walk animation, and the morph stress test’s
mesh is deformed by its eight morph targets under the document’s Pulse
animation. In the window each clip plays at its own real duration and loops.
A snapshot capture instead walks a fixed six-step sequence and stores each
step as its own snapshot, so a wrong joint matrix, a mispacked morph delta
or a stale binding shows up as a frame that does not move the way it should.
Re-exports§
use super::SceneControl;🔒use super::SceneDef;🔒use super::SceneOptions;🔒use super::TEST_SIZE;🔒use unlit_ecs::bundle;🔒use unlit3d::gltf::LitGltf;🔒use unlit3d::prelude::*;🔒
Constants§
- CAMERA_
EYE 🔒 - Where the camera sits, and the point it looks at.
- CAMERA_
TARGET 🔒 - FOX_
ANIMATION 🔒 - The animation each document plays, by the name the document gives it.
- FOX_
PLACEMENT 🔒 - Where the fox stands.
- FRAMES 🔒
- The frames a snapshot capture freezes, one snapshot each.
- MORPH_
ANIMATION 🔒 - MORPH_
PLACEMENT 🔒 - Where the morph cube stands, so it sits beside the fox rather than inside it.
Statics§
- SCENE
- The scene: two glTF documents whose clips play in real time, with six frames stored as snapshots.
Functions§
- animation_
index 🔒 - The index of the animation
nameindocument. - build 🔒
- Build the glTF scene’s world content.