Struct bevy::animation::prelude::AnimationGraph

pub struct AnimationGraph {
    pub graph: Graph<AnimationGraphNode, ()>,
    pub root: NodeIndex,
}
Expand description

A graph structure that describes how animation clips are to be blended together.

Applications frequently want to be able to play multiple animations at once and to fine-tune the influence that animations have on a skinned mesh. Bevy uses an animation graph to store this information. Animation graphs are a directed acyclic graph (DAG) that describes how animations are to be weighted and combined together. Every frame, Bevy evaluates the graph from the root and blends the animations together in a bottom-up fashion to produce the final pose.

There are two types of nodes: blend nodes and clip nodes, both of which can have an associated weight. Blend nodes have no associated animation clip and simply affect the weights of all their descendant nodes. Clip nodes specify an animation clip to play. When a graph is created, it starts with only a single blend node, the root node.

For example, consider the following graph:

┌────────────┐                                      
│            │                                      
│    Idle    ├─────────────────────┐                
│            │                     │                
└────────────┘                     │                
                                   │                
┌────────────┐                     │  ┌────────────┐
│            │                     │  │            │
│    Run     ├──┐                  ├──┤    Root    │
│            │  │  ┌────────────┐  │  │            │
└────────────┘  │  │   Blend    │  │  └────────────┘
                ├──┤            ├──┘                
┌────────────┐  │  │    0.5     │                   
│            │  │  └────────────┘                   
│    Walk    ├──┘                                   
│            │                                      
└────────────┘                                      

In this case, assuming that Idle, Run, and Walk are all playing with weight 1.0, the Run and Walk animations will be equally blended together, then their weights will be halved and finally blended with the Idle animation. Thus the weight of Run and Walk are effectively half of the weight of Idle.

Animation graphs are assets and can be serialized to and loaded from RON files. Canonically, such files have an .animgraph.ron extension.

The animation graph implements RFC 51. See that document for more information.

Fields§

§graph: Graph<AnimationGraphNode, ()>

The petgraph data structure that defines the animation graph.

§root: NodeIndex

The index of the root node in the animation graph.

Implementations§

§

impl AnimationGraph

pub fn new() -> AnimationGraph

Creates a new animation graph with a root node and no other nodes.

Examples found in repository?
examples/animation/animation_graph.rs (line 160)
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fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation0"),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation1"),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation2"),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}
More examples
Hide additional examples
examples/animation/animated_fox.rs (line 40)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Build the animation graph
    let mut graph = AnimationGraph::new();
    let animations = graph
        .add_clips(
            [
                "models/animated/Fox.glb#Animation2",
                "models/animated/Fox.glb#Animation1",
                "models/animated/Fox.glb#Animation0",
            ]
            .into_iter()
            .map(|path| asset_server.load(path)),
            1.0,
            graph.root,
        )
        .collect();

    // Insert a resource with the current scene information
    let graph = graphs.add(graph);
    commands.insert_resource(Animations {
        animations,
        graph: graph.clone(),
    });

    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(100.0, 100.0, 150.0)
            .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // Light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 200.0,
            maximum_distance: 400.0,
            ..default()
        }
        .into(),
        ..default()
    });

    // Fox
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/animated/Fox.glb#Scene0"),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - digit 1 / 3 / 5: play the animation <digit> times");
    println!("  - L: loop the animation forever");
    println!("  - return: change animation");
}
examples/stress_tests/many_foxes.rs (line 125)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    foxes: Res<Foxes>,
) {
    warn!(include_str!("warning_string.txt"));

    // Insert a resource with the current scene information
    let animation_clips = [
        asset_server.load("models/animated/Fox.glb#Animation2"),
        asset_server.load("models/animated/Fox.glb#Animation1"),
        asset_server.load("models/animated/Fox.glb#Animation0"),
    ];
    let mut animation_graph = AnimationGraph::new();
    let node_indices = animation_graph
        .add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
        .collect();
    commands.insert_resource(Animations {
        node_indices,
        graph: animation_graphs.add(animation_graph),
    });

    // Foxes
    // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
    // The foxes in each ring are spaced at least 2m apart around its circumference.'

    // NOTE: This fox model faces +z
    let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");

    let ring_directions = [
        (
            Quat::from_rotation_y(PI),
            RotationDirection::CounterClockwise,
        ),
        (Quat::IDENTITY, RotationDirection::Clockwise),
    ];

    let mut ring_index = 0;
    let mut radius = RING_SPACING;
    let mut foxes_remaining = foxes.count;

    info!("Spawning {} foxes...", foxes.count);

    while foxes_remaining > 0 {
        let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
        let ring_parent = commands
            .spawn((
                SpatialBundle::INHERITED_IDENTITY,
                ring_direction,
                Ring { radius },
            ))
            .id();

        let circumference = PI * 2. * radius;
        let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
        let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);

        for fox_i in 0..foxes_in_ring {
            let fox_angle = fox_i as f32 * fox_spacing_angle;
            let (s, c) = fox_angle.sin_cos();
            let (x, z) = (radius * c, radius * s);

            commands.entity(ring_parent).with_children(|builder| {
                builder.spawn(SceneBundle {
                    scene: fox_handle.clone(),
                    transform: Transform::from_xyz(x, 0.0, z)
                        .with_scale(Vec3::splat(0.01))
                        .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
                    ..default()
                });
            });
        }

        foxes_remaining -= foxes_in_ring;
        radius += RING_SPACING;
        ring_index += 1;
    }

    // Camera
    let zoom = 0.8;
    let translation = Vec3::new(
        radius * 1.25 * zoom,
        radius * 0.5 * zoom,
        radius * 1.5 * zoom,
    );
    commands.spawn(Camera3dBundle {
        transform: Transform::from_translation(translation)
            .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0)),
        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // Light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 0.9 * radius,
            maximum_distance: 2.8 * radius,
            ..default()
        }
        .into(),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - return: change animation");
}

pub fn from_clip(clip: Handle<AnimationClip>) -> (AnimationGraph, NodeIndex)

A convenience function for creating an AnimationGraph from a single AnimationClip.

The clip will be a direct child of the root with weight 1.0. Both the graph and the index of the added node are returned as a tuple.

Examples found in repository?
examples/animation/morph_targets.rs (line 73)
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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;
    }
}
More examples
Hide additional examples
examples/3d/irradiance_volumes.rs (line 521)
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    fn from_world(world: &mut World) -> Self {
        let fox_animation = world.load_asset("models/animated/Fox.glb#Animation1");
        let (fox_animation_graph, fox_animation_node) =
            AnimationGraph::from_clip(fox_animation.clone());

        ExampleAssets {
            main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
            fox: world.load_asset("models/animated/Fox.glb#Scene0"),
            main_sphere_material: world.add_asset(Color::from(SILVER)),
            main_scene: world
                .load_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb#Scene0"),
            irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
            fox_animation_graph: world.add_asset(fox_animation_graph),
            fox_animation_node,
            voxel_cube: world.add_asset(Cuboid::default()),
            // Just use a specular map for the skybox since it's not too blurry.
            // In reality you wouldn't do this--you'd use a real skybox texture--but
            // reusing the textures like this saves space in the Bevy repository.
            skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
        }
    }
examples/animation/animated_transform.rs (line 130)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 500_000.0,
            ..default()
        },
        transform: Transform::from_xyz(0.0, 2.5, 0.0),
        ..default()
    });

    // Let's use the `Name` component to target entities. We can use anything we
    // like, but names are convenient.
    let planet = Name::new("planet");
    let orbit_controller = Name::new("orbit_controller");
    let satellite = Name::new("satellite");

    // Creating the animation
    let mut animation = AnimationClip::default();
    // A curve can modify a single part of a transform, here the translation
    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
    animation.add_curve_to_target(
        planet_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Translation(vec![
                Vec3::new(1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, -1.0),
                Vec3::new(1.0, 0.0, -1.0),
                // in case seamless looping is wanted, the last keyframe should
                // be the same as the first one
                Vec3::new(1.0, 0.0, 1.0),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // Or it can modify the rotation of the transform.
    // To find the entity to modify, the hierarchy will be traversed looking for
    // an entity with the right name at each level
    let orbit_controller_animation_target_id =
        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
    animation.add_curve_to_target(
        orbit_controller_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // If a curve in an animation is shorter than the other, it will not repeat
    // until all other curves are finished. In that case, another animation should
    // be created for each part that would have a different duration / period
    let satellite_animation_target_id = AnimationTargetId::from_names(
        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
    );
    animation.add_curve_to_target(
        satellite_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
            keyframes: Keyframes::Scale(vec![
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // There can be more than one curve targeting the same entity path
    animation.add_curve_to_target(
        AnimationTargetId::from_names(
            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
        ),
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );

    // Create the animation graph
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));

    // Create the animation player, and set it to repeat
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    // Create the scene that will be animated
    // First entity is the planet
    let planet_entity = commands
        .spawn((
            PbrBundle {
                mesh: meshes.add(Sphere::default()),
                material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
                ..default()
            },
            // Add the animation graph and player
            planet,
            graphs.add(graph),
            player,
        ))
        .id();
    commands
        .entity(planet_entity)
        .insert(AnimationTarget {
            id: planet_animation_target_id,
            player: planet_entity,
        })
        .with_children(|p| {
            // This entity is just used for animation, but doesn't display anything
            p.spawn((
                SpatialBundle::INHERITED_IDENTITY,
                orbit_controller,
                AnimationTarget {
                    id: orbit_controller_animation_target_id,
                    player: planet_entity,
                },
            ))
            .with_children(|p| {
                // The satellite, placed at a distance of the planet
                p.spawn((
                    PbrBundle {
                        transform: Transform::from_xyz(1.5, 0.0, 0.0),
                        mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
                        material: materials.add(Color::srgb(0.3, 0.9, 0.3)),
                        ..default()
                    },
                    AnimationTarget {
                        id: satellite_animation_target_id,
                        player: planet_entity,
                    },
                    satellite,
                ));
            });
        });
}

pub fn add_clip( &mut self, clip: Handle<AnimationClip>, weight: f32, parent: NodeIndex ) -> NodeIndex

Adds an AnimationClip to the animation graph with the given weight and returns its index.

The animation clip will be the child of the given parent.

Examples found in repository?
examples/animation/animation_graph.rs (lines 162-166)
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fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation0"),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation1"),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation2"),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}
More examples
Hide additional examples
examples/tools/scene_viewer/animation_plugin.rs (line 130)
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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);
    }
}

pub fn add_clips<'a, I>( &'a mut self, clips: I, weight: f32, parent: NodeIndex ) -> impl Iterator<Item = NodeIndex> + 'a
where I: IntoIterator<Item = Handle<AnimationClip>>, <I as IntoIterator>::IntoIter: 'a,

A convenience method to add multiple AnimationClips to the animation graph.

All of the animation clips will have the same weight and will be parented to the same node.

Returns the indices of the new nodes.

Examples found in repository?
examples/animation/animated_fox.rs (lines 42-52)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Build the animation graph
    let mut graph = AnimationGraph::new();
    let animations = graph
        .add_clips(
            [
                "models/animated/Fox.glb#Animation2",
                "models/animated/Fox.glb#Animation1",
                "models/animated/Fox.glb#Animation0",
            ]
            .into_iter()
            .map(|path| asset_server.load(path)),
            1.0,
            graph.root,
        )
        .collect();

    // Insert a resource with the current scene information
    let graph = graphs.add(graph);
    commands.insert_resource(Animations {
        animations,
        graph: graph.clone(),
    });

    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(100.0, 100.0, 150.0)
            .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // Light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 200.0,
            maximum_distance: 400.0,
            ..default()
        }
        .into(),
        ..default()
    });

    // Fox
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/animated/Fox.glb#Scene0"),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - digit 1 / 3 / 5: play the animation <digit> times");
    println!("  - L: loop the animation forever");
    println!("  - return: change animation");
}
More examples
Hide additional examples
examples/stress_tests/many_foxes.rs (line 127)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    foxes: Res<Foxes>,
) {
    warn!(include_str!("warning_string.txt"));

    // Insert a resource with the current scene information
    let animation_clips = [
        asset_server.load("models/animated/Fox.glb#Animation2"),
        asset_server.load("models/animated/Fox.glb#Animation1"),
        asset_server.load("models/animated/Fox.glb#Animation0"),
    ];
    let mut animation_graph = AnimationGraph::new();
    let node_indices = animation_graph
        .add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
        .collect();
    commands.insert_resource(Animations {
        node_indices,
        graph: animation_graphs.add(animation_graph),
    });

    // Foxes
    // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
    // The foxes in each ring are spaced at least 2m apart around its circumference.'

    // NOTE: This fox model faces +z
    let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");

    let ring_directions = [
        (
            Quat::from_rotation_y(PI),
            RotationDirection::CounterClockwise,
        ),
        (Quat::IDENTITY, RotationDirection::Clockwise),
    ];

    let mut ring_index = 0;
    let mut radius = RING_SPACING;
    let mut foxes_remaining = foxes.count;

    info!("Spawning {} foxes...", foxes.count);

    while foxes_remaining > 0 {
        let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
        let ring_parent = commands
            .spawn((
                SpatialBundle::INHERITED_IDENTITY,
                ring_direction,
                Ring { radius },
            ))
            .id();

        let circumference = PI * 2. * radius;
        let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
        let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);

        for fox_i in 0..foxes_in_ring {
            let fox_angle = fox_i as f32 * fox_spacing_angle;
            let (s, c) = fox_angle.sin_cos();
            let (x, z) = (radius * c, radius * s);

            commands.entity(ring_parent).with_children(|builder| {
                builder.spawn(SceneBundle {
                    scene: fox_handle.clone(),
                    transform: Transform::from_xyz(x, 0.0, z)
                        .with_scale(Vec3::splat(0.01))
                        .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
                    ..default()
                });
            });
        }

        foxes_remaining -= foxes_in_ring;
        radius += RING_SPACING;
        ring_index += 1;
    }

    // Camera
    let zoom = 0.8;
    let translation = Vec3::new(
        radius * 1.25 * zoom,
        radius * 0.5 * zoom,
        radius * 1.5 * zoom,
    );
    commands.spawn(Camera3dBundle {
        transform: Transform::from_translation(translation)
            .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0)),
        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // Light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 0.9 * radius,
            maximum_distance: 2.8 * radius,
            ..default()
        }
        .into(),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - return: change animation");
}

pub fn add_blend(&mut self, weight: f32, parent: NodeIndex) -> NodeIndex

Adds a blend node to the animation graph with the given weight and returns its index.

The blend node will be placed under the supplied parent node. During animation evaluation, the descendants of this blend node will have their weights multiplied by the weight of the blend.

Examples found in repository?
examples/animation/animation_graph.rs (line 161)
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fn setup_assets_programmatically(
    commands: &mut Commands,
    asset_server: &mut AssetServer,
    animation_graphs: &mut Assets<AnimationGraph>,
    _save: bool,
) {
    // Create the nodes.
    let mut animation_graph = AnimationGraph::new();
    let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation0"),
        1.0,
        animation_graph.root,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation1"),
        1.0,
        blend_node,
    );
    animation_graph.add_clip(
        asset_server.load("models/animated/Fox.glb#Animation2"),
        1.0,
        blend_node,
    );

    // If asked to save, do so.
    #[cfg(not(target_arch = "wasm32"))]
    if _save {
        let animation_graph = animation_graph.clone();

        IoTaskPool::get()
            .spawn(async move {
                let mut animation_graph_writer = File::create(Path::join(
                    &FileAssetReader::get_base_path(),
                    Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
                ))
                .expect("Failed to open the animation graph asset");
                ron::ser::to_writer_pretty(
                    &mut animation_graph_writer,
                    &animation_graph,
                    PrettyConfig::default(),
                )
                .expect("Failed to serialize the animation graph");
            })
            .detach();
    }

    // Add the graph.
    let handle = animation_graphs.add(animation_graph);

    // Save the assets in a resource.
    commands.insert_resource(ExampleAnimationGraph(handle));
}

pub fn add_edge(&mut self, from: NodeIndex, to: NodeIndex)

Adds an edge from the edge from to to, making to a child of from.

The behavior is unspecified if adding this produces a cycle in the graph.

pub fn remove_edge(&mut self, from: NodeIndex, to: NodeIndex) -> bool

Removes an edge between from and to if it exists.

Returns true if the edge was successfully removed or false if no such edge existed.

pub fn get(&self, animation: NodeIndex) -> Option<&AnimationGraphNode>

Returns the AnimationGraphNode associated with the given index.

If no node with the given index exists, returns None.

pub fn get_mut( &mut self, animation: NodeIndex ) -> Option<&mut AnimationGraphNode>

Returns a mutable reference to the AnimationGraphNode associated with the given index.

If no node with the given index exists, returns None.

pub fn nodes(&self) -> impl Iterator<Item = NodeIndex>

Returns an iterator over the AnimationGraphNodes in this graph.

pub fn save<W>(&self, writer: &mut W) -> Result<(), AnimationGraphLoadError>
where W: Write,

Serializes the animation graph to the given Writer in RON format.

If writing to a file, it can later be loaded with the AnimationGraphAssetLoader to reconstruct the graph.

Trait Implementations§

§

impl Clone for AnimationGraph

§

fn clone(&self) -> AnimationGraph

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 AnimationGraph

§

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

Formats the value using the given formatter. Read more
§

impl Default for AnimationGraph

§

fn default() -> AnimationGraph

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

impl From<AnimationGraph> for SerializedAnimationGraph

§

fn from(animation_graph: AnimationGraph) -> SerializedAnimationGraph

Converts to this type from the input type.
§

impl FromReflect for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + RegisterForReflection, NodeIndex: FromReflect + TypePath + RegisterForReflection,

§

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

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 AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + RegisterForReflection, NodeIndex: 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 Index<NodeIndex> for AnimationGraph

§

type Output = AnimationGraphNode

The returned type after indexing.
§

fn index( &self, index: NodeIndex ) -> &<AnimationGraph as Index<NodeIndex>>::Output

Performs the indexing (container[index]) operation. Read more
§

impl IndexMut<NodeIndex> for AnimationGraph

§

fn index_mut( &mut self, index: NodeIndex ) -> &mut <AnimationGraph as Index<NodeIndex>>::Output

Performs the mutable indexing (container[index]) operation. Read more
§

impl Reflect for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + RegisterForReflection, NodeIndex: 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<AnimationGraph>) -> 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.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<AnimationGraph>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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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 apply(&mut self, value: &(dyn Reflect + 'static))

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

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<AnimationGraph>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
§

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

Returns a hash of the value (which includes the type). 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
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impl Serialize for AnimationGraph

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fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Struct for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + RegisterForReflection, NodeIndex: FromReflect + TypePath + RegisterForReflection,

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

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TypePath for AnimationGraph

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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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
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for AnimationGraph
where AnimationGraph: Any + Send + Sync, Graph<AnimationGraphNode, ()>: FromReflect + TypePath + RegisterForReflection, NodeIndex: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl VisitAssetDependencies for AnimationGraph

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for AnimationGraph

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.
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impl<A> AssetContainer for A
where A: Asset,

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fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

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fn asset_type_name(&self) -> &'static str

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

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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

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

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

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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

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

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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

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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
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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
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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
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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
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impl<T> Instrument for T

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> IntoEither for T

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

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fn into_sample(self) -> T

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

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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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().
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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().
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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().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Serialize for T
where T: Serialize + ?Sized,

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

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fn do_erased_serialize( &self, serializer: &mut dyn Serializer ) -> Result<(), ErrorImpl>

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

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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

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impl<T> Upcast<T> for T

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

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

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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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
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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

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

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

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

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