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BendSkin

Struct BendSkin 

Source
pub struct BendSkin {
    pub joints: Vec<[u16; 4]>,
    pub weights: Vec<[f32; 4]>,
    angle: f32,
    pivot: f32,
}
Expand description

A two-joint skin that bends a mesh about its own base.

The lower joint is the base and stays at rest; the upper one rotates about the mesh’s lowest point, and every vertex is weighted between them by how high it sits, so the mesh bends rather than shears. The weights exercise the four-lane weighted sum the shader computes.

The joint stream and weights are what a mesh is uploaded with; the matrices are the pose an entity carries, which Self::pose builds.

Fields§

§joints: Vec<[u16; 4]>

Four joint indices per vertex: the base and the bending joint.

§weights: Vec<[f32; 4]>

Four weights per vertex, summing to one.

§angle: f32

The angle the bending joint is rotated by.

§pivot: f32

The height the bending joint pivots about, in the mesh’s own space.

Implementations§

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impl BendSkin

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pub fn new(positions: &[[f32; 3]], angle: f32) -> Self

Skin positions to two joints, splitting each vertex by its height.

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pub fn set_angle(&mut self, angle: f32)

Replace the bending joint’s rotation, which pivots about the mesh’s lowest point rather than its origin.

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pub fn pose(&self) -> SkinPose

The pose the two joints are at, ready to attach to an entity.

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