Struct bevy::animation::ActiveAnimation

pub struct ActiveAnimation { /* private fields */ }
Expand description

An animation that an AnimationPlayer is currently either playing or was playing, but is presently paused.

An stopped animation is considered no longer active.

Implementations§

§

impl ActiveAnimation

pub fn is_finished(&self) -> bool

Check if the animation has finished, based on its repetition behavior and the number of times it has repeated.

Note: An animation with RepeatAnimation::Forever will never finish.

pub fn replay(&mut self)

Reset back to the initial state as if no time has elapsed.

Examples found in repository?
examples/animation/animated_fox.rs (line 191)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn weight(&self) -> f32

Returns the current weight of this animation.

pub fn set_weight(&mut self, weight: f32)

Sets the weight of this animation.

Examples found in repository?
examples/animation/animation_graph.rs (line 476)
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
    for (mut animation_player, animation_weights) in query.iter_mut() {
        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
            .iter()
            .zip(animation_weights.weights.iter())
        {
            // If the animation happens to be no longer active, restart it.
            if !animation_player.animation_is_playing(animation_node_index.into()) {
                animation_player.play(animation_node_index.into());
            }

            // Set the weight.
            if let Some(active_animation) =
                animation_player.animation_mut(animation_node_index.into())
            {
                active_animation.set_weight(animation_weight);
            }
        }
    }
}

pub fn pause(&mut self) -> &mut ActiveAnimation

Pause the animation.

Examples found in repository?
examples/animation/animated_fox.rs (line 147)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn resume(&mut self) -> &mut ActiveAnimation

Unpause the animation.

Examples found in repository?
examples/animation/animated_fox.rs (line 145)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn is_paused(&self) -> bool

Returns true if this animation is currently paused.

Note that paused animations are still ActiveAnimations.

Examples found in repository?
examples/animation/animated_fox.rs (line 144)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut ActiveAnimation

Sets the repeat mode for this playing animation.

Examples found in repository?
examples/animation/animated_fox.rs (line 190)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn repeat(&mut self) -> &mut ActiveAnimation

Marks this animation as repeating forever.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 544)
535
536
537
538
539
540
541
542
543
544
545
546
fn play_animations(
    mut commands: Commands,
    assets: Res<ExampleAssets>,
    mut players: Query<(Entity, &mut AnimationPlayer), Without<Handle<AnimationGraph>>>,
) {
    for (entity, mut player) in players.iter_mut() {
        commands
            .entity(entity)
            .insert(assets.fox_animation_graph.clone());
        player.play(assets.fox_animation_node).repeat();
    }
}
More examples
Hide additional examples
examples/animation/animation_graph.rs (line 402)
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
fn init_animations(
    mut commands: Commands,
    mut query: Query<(Entity, &mut AnimationPlayer)>,
    animation_graph: Res<ExampleAnimationGraph>,
    mut done: Local<bool>,
) {
    if *done {
        return;
    }

    for (entity, mut player) in query.iter_mut() {
        commands.entity(entity).insert((
            animation_graph.0.clone(),
            ExampleAnimationWeights::default(),
        ));
        for &node_index in &CLIP_NODE_INDICES {
            player.play(node_index.into()).repeat();
        }

        *done = true;
    }
}
examples/stress_tests/many_foxes.rs (line 249)
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
fn setup_scene_once_loaded(
    animations: Res<Animations>,
    foxes: Res<Foxes>,
    mut commands: Commands,
    mut player: Query<(Entity, &mut AnimationPlayer)>,
    mut done: Local<bool>,
) {
    if !*done && player.iter().len() == foxes.count {
        for (entity, mut player) in &mut player {
            commands
                .entity(entity)
                .insert(animations.graph.clone())
                .insert(AnimationTransitions::new());

            let playing_animation = player.play(animations.node_indices[0]).repeat();
            if !foxes.sync {
                playing_animation.seek_to(entity.index() as f32 / 10.0);
            }
        }
        *done = true;
    }
}

fn update_fox_rings(
    time: Res<Time>,
    foxes: Res<Foxes>,
    mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
) {
    if !foxes.moving {
        return;
    }

    let dt = time.delta_seconds();
    for (ring, rotation_direction, mut transform) in &mut rings {
        let angular_velocity = foxes.speed / ring.radius;
        transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
    }
}

fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
    mut foxes: ResMut<Foxes>,
) {
    if keyboard_input.just_pressed(KeyCode::Space) {
        foxes.moving = !foxes.moving;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
        foxes.speed *= 1.25;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
        foxes.speed *= 0.8;
    }

    if keyboard_input.just_pressed(KeyCode::Enter) {
        *current_animation = (*current_animation + 1) % animations.node_indices.len();
    }

    for (mut player, mut transitions) in &mut animation_player {
        if keyboard_input.just_pressed(KeyCode::Space) {
            if player.all_paused() {
                player.resume_all();
            } else {
                player.pause_all();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            player.adjust_speeds(1.25);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            player.adjust_speeds(0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            player.seek_all_by(-0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            player.seek_all_by(0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            transitions
                .play(
                    &mut player,
                    animations.node_indices[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }
    }
}
examples/animation/morph_targets.rs (line 84)
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
fn setup_animations(
    mut has_setup: Local<bool>,
    mut commands: Commands,
    mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
    morph_data: Res<MorphData>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    if *has_setup {
        return;
    }
    for (entity, name, mut player) in &mut players {
        // The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
        if name.as_str() != "Main" {
            continue;
        }

        let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
        commands.entity(entity).insert(graphs.add(graph));

        player.play(animation).repeat();
        *has_setup = true;
    }
}
examples/animation/animated_fox.rs (line 122)
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn setup_scene_once_loaded(
    mut commands: Commands,
    animations: Res<Animations>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
    for (entity, mut player) in &mut players {
        let mut transitions = AnimationTransitions::new();

        // Make sure to start the animation via the `AnimationTransitions`
        // component. The `AnimationTransitions` component wants to manage all
        // the animations and will get confused if the animations are started
        // directly via the `AnimationPlayer`.
        transitions
            .play(&mut player, animations.animations[0], Duration::ZERO)
            .repeat();

        commands
            .entity(entity)
            .insert(animations.graph.clone())
            .insert(transitions);
    }
}

fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}
examples/tools/scene_viewer/animation_plugin.rs (line 144)
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
fn assign_clips(
    mut players: Query<&mut AnimationPlayer>,
    targets: Query<(Entity, &AnimationTarget)>,
    parents: Query<&Parent>,
    scene_handle: Res<SceneHandle>,
    clips: Res<Assets<AnimationClip>>,
    gltf_assets: Res<Assets<Gltf>>,
    assets: Res<AssetServer>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
    mut commands: Commands,
    mut setup: Local<bool>,
) {
    if scene_handle.is_loaded && !*setup {
        *setup = true;
    } else {
        return;
    }

    let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
    let animations = &gltf.animations;
    if animations.is_empty() {
        return;
    }

    let count = animations.len();
    let plural = if count == 1 { "" } else { "s" };
    info!("Found {} animation{plural}", animations.len());
    let names: Vec<_> = gltf.named_animations.keys().collect();
    info!("Animation names: {names:?}");

    // Map animation target IDs to entities.
    let animation_target_id_to_entity: HashMap<_, _> = targets
        .iter()
        .map(|(entity, target)| (target.id, entity))
        .collect();

    // Build up a list of all animation clips that belong to each player. A clip
    // is considered to belong to an animation player if all targets of the clip
    // refer to entities whose nearest ancestor player is that animation player.

    let mut player_to_graph: EntityHashMap<(AnimationGraph, Vec<AnimationNodeIndex>)> =
        EntityHashMap::default();

    for (clip_id, clip) in clips.iter() {
        let mut ancestor_player = None;
        for target_id in clip.curves().keys() {
            // If the animation clip refers to entities that aren't present in
            // the scene, bail.
            let Some(&target) = animation_target_id_to_entity.get(target_id) else {
                continue;
            };

            // Find the nearest ancestor animation player.
            let mut current = Some(target);
            while let Some(entity) = current {
                if players.contains(entity) {
                    match ancestor_player {
                        None => {
                            // If we haven't found a player yet, record the one
                            // we found.
                            ancestor_player = Some(entity);
                        }
                        Some(ancestor) => {
                            // If we have found a player, then make sure it's
                            // the same player we located before.
                            if ancestor != entity {
                                // It's a different player. Bail.
                                ancestor_player = None;
                                break;
                            }
                        }
                    }
                }

                // Go to the next parent.
                current = parents.get(entity).ok().map(|parent| parent.get());
            }
        }

        let Some(ancestor_player) = ancestor_player else {
            warn!(
                "Unexpected animation hierarchy for animation clip {:?}; ignoring.",
                clip_id
            );
            continue;
        };

        let Some(clip_handle) = assets.get_id_handle(clip_id) else {
            warn!("Clip {:?} wasn't loaded.", clip_id);
            continue;
        };

        let &mut (ref mut graph, ref mut clip_indices) =
            player_to_graph.entry(ancestor_player).or_default();
        let node_index = graph.add_clip(clip_handle, 1.0, graph.root);
        clip_indices.push(node_index);
    }

    // Now that we've built up a list of all clips that belong to each player,
    // package them up into a `Clips` component, play the first such animation,
    // and add that component to the player.
    for (player_entity, (graph, clips)) in player_to_graph {
        let Ok(mut player) = players.get_mut(player_entity) else {
            warn!("Animation targets referenced a nonexistent player. This shouldn't happen.");
            continue;
        };
        let graph = graphs.add(graph);
        let animations = Clips::new(clips);
        player.play(animations.current()).repeat();
        commands
            .entity(player_entity)
            .insert(animations)
            .insert(graph);
    }
}

fn handle_inputs(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_player: Query<(&mut AnimationPlayer, &mut Clips, Entity, Option<&Name>)>,
) {
    for (mut player, mut clips, entity, name) in &mut animation_player {
        let display_entity_name = match name {
            Some(name) => name.to_string(),
            None => format!("entity {entity:?}"),
        };
        if keyboard_input.just_pressed(KeyCode::Space) {
            if player.all_paused() {
                info!("resuming animations for {display_entity_name}");
                player.resume_all();
            } else {
                info!("pausing animation for {display_entity_name}");
                player.pause_all();
            }
        }
        if clips.nodes.len() <= 1 {
            continue;
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            info!("switching to new animation for {display_entity_name}");

            let resume = !player.all_paused();
            // set the current animation to its start and pause it to reset to its starting state
            player.rewind_all().pause_all();

            clips.advance_to_next();
            let current_clip = clips.current();
            player.play(current_clip).repeat();
            if resume {
                player.resume_all();
            }
        }
    }
}

pub fn repeat_mode(&self) -> RepeatAnimation

Returns the repeat mode assigned to this active animation.

pub fn completions(&self) -> u32

Returns the number of times this animation has completed.

pub fn is_playback_reversed(&self) -> bool

Returns true if the animation is playing in reverse.

pub fn speed(&self) -> f32

Returns the speed of the animation playback.

Examples found in repository?
examples/animation/animated_fox.rs (line 153)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn set_speed(&mut self, speed: f32) -> &mut ActiveAnimation

Sets the speed of the animation playback.

Examples found in repository?
examples/animation/animated_fox.rs (line 154)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn elapsed(&self) -> f32

Returns the amount of time the animation has been playing.

pub fn seek_time(&self) -> f32

Returns the seek time of the animation.

This is nonnegative and no more than the clip duration.

Examples found in repository?
examples/animation/animated_fox.rs (line 165)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn seek_to(&mut self, seek_time: f32) -> &mut ActiveAnimation

Seeks to a specific time in the animation.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 251)
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
fn setup_scene_once_loaded(
    animations: Res<Animations>,
    foxes: Res<Foxes>,
    mut commands: Commands,
    mut player: Query<(Entity, &mut AnimationPlayer)>,
    mut done: Local<bool>,
) {
    if !*done && player.iter().len() == foxes.count {
        for (entity, mut player) in &mut player {
            commands
                .entity(entity)
                .insert(animations.graph.clone())
                .insert(AnimationTransitions::new());

            let playing_animation = player.play(animations.node_indices[0]).repeat();
            if !foxes.sync {
                playing_animation.seek_to(entity.index() as f32 / 10.0);
            }
        }
        *done = true;
    }
}
More examples
Hide additional examples
examples/animation/animated_fox.rs (line 166)
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}

pub fn rewind(&mut self) -> &mut ActiveAnimation

Seeks to the beginning of the animation.

Trait Implementations§

§

impl Clone for ActiveAnimation

§

fn clone(&self) -> ActiveAnimation

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
§

impl Debug for ActiveAnimation

§

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

Formats the value using the given formatter. Read more
§

impl Default for ActiveAnimation

§

fn default() -> ActiveAnimation

Returns the “default value” for a type. Read more
§

impl FromReflect for ActiveAnimation
where ActiveAnimation: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection, RepeatAnimation: FromReflect + TypePath + RegisterForReflection, u32: FromReflect + TypePath + RegisterForReflection, bool: FromReflect + TypePath + RegisterForReflection,

§

fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<ActiveAnimation>

Constructs a concrete instance of Self from a reflected value.
§

fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
§

impl GetTypeRegistration for ActiveAnimation
where ActiveAnimation: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection, RepeatAnimation: FromReflect + TypePath + RegisterForReflection, u32: FromReflect + TypePath + RegisterForReflection, bool: FromReflect + TypePath + RegisterForReflection,

§

fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
§

fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
§

impl Reflect for ActiveAnimation
where ActiveAnimation: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection, RepeatAnimation: FromReflect + TypePath + RegisterForReflection, u32: FromReflect + TypePath + RegisterForReflection, bool: FromReflect + TypePath + RegisterForReflection,

§

fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
§

fn into_any(self: Box<ActiveAnimation>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
§

fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
§

fn into_reflect(self: Box<ActiveAnimation>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
§

fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
§

fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
§

fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
§

fn try_apply( &mut self, value: &(dyn Reflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
§

fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
§

fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
§

fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
§

fn reflect_owned(self: Box<ActiveAnimation>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
§

fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
§

fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
§

fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
§

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

Debug formatter for the value. Read more
§

fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
§

fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
§

impl Struct for ActiveAnimation
where ActiveAnimation: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection, RepeatAnimation: FromReflect + TypePath + RegisterForReflection, u32: FromReflect + TypePath + RegisterForReflection, bool: FromReflect + TypePath + RegisterForReflection,

§

fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
§

fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
§

fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
§

fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
§

fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
§

fn field_len(&self) -> usize

Returns the number of fields in the struct.
§

fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
§

fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
§

impl TypePath for ActiveAnimation

§

fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
§

fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
§

impl Typed for ActiveAnimation
where ActiveAnimation: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection, RepeatAnimation: FromReflect + TypePath + RegisterForReflection, u32: FromReflect + TypePath + RegisterForReflection, bool: FromReflect + TypePath + RegisterForReflection,

§

fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
§

impl Copy for ActiveAnimation

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
§

impl<T> Downcast<T> for T

§

fn downcast(&self) -> &T

§

impl<T> Downcast for T
where T: Any,

§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
§

impl<T> DynamicTypePath for T
where T: TypePath,

source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

§

impl<S> FromSample<S> for S

§

fn from_sample_(s: S) -> S

§

impl<T> FromWorld for T
where T: Default,

§

fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
§

impl<S> GetField for S
where S: Struct,

§

fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
§

fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
§

impl<T> GetPath for T
where T: Reflect + ?Sized,

§

fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
§

fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
§

fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
§

fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
§

impl<T> Instrument for T

§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

§

fn into_sample(self) -> T

§

impl<T> NoneValue for T
where T: Default,

§

type NoneType = T

§

fn null_value() -> T

The none-equivalent value.
§

impl<T> Pointable for T

§

const ALIGN: usize = _

The alignment of pointer.
§

type Init = T

The type for initializers.
§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

source§

fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
source§

fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
source§

fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
source§

impl<T> Same for T

§

type Output = T

Should always be Self
source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

§

fn to_sample_(self) -> U

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

§

fn clone_type_data(&self) -> Box<dyn TypeData>

§

impl<T> Upcast<T> for T

§

fn upcast(&self) -> Option<&T>

§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

§

fn vzip(self) -> V

§

impl<T> WithSubscriber for T

§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
§

impl<T> ConditionalSend for T
where T: Send,

§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

§

impl<T> Settings for T
where T: 'static + Send + Sync,

§

impl<T> WasmNotSend for T
where T: Send,

§

impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

§

impl<T> WasmNotSync for T
where T: Sync,