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Animation for the game engine Bevy

Modules§

animatable
Traits and type for interpolating between values.
animation_curves
The AnimationCurve trait and adaptors that allow curves to implement it.
gltf_curves
Concrete curve structures used to load glTF curves into the animation system.
graph
The animation graph, which allows animations to be blended together.
prelude
The animation prelude.
transition
Animation transitions.

Macros§

animated_field
Returns an AnimatedField with a given $component and $field.

Structs§

ActiveAnimation
An animation that an AnimationPlayer is currently either playing or was playing, but is presently paused.
AnimationClip
A list of VariableCurves and the AnimationTargetIds to which they apply.
AnimationEvaluationState
Temporary data that the animate_targets system maintains.
AnimationPlayer
Animation controls.
AnimationPlugin
Adds animation support to an app
AnimationTarget
An entity that can be animated by an AnimationPlayer.
AnimationTargetId
A unique UUID for an animation target (e.g. bone in a skinned mesh).
VariableCurve
Contains an animation curve which is used to animate a property of an entity.

Enums§

AnimationEvaluationError
Why Bevy failed to evaluate an animation.
RepeatAnimation
Repetition behavior of an animation.

Statics§

ANIMATION_TARGET_NAMESPACE
The UUID namespace of animation targets (e.g. bones).

Functions§

advance_animations
A system that advances the time for all playing animations.
animate_targets
A system that modifies animation targets (e.g. bones in a skinned mesh) according to the currently-playing animations.

Type Aliases§

AnimationCurves
A mapping from AnimationTargetId (e.g. bone in a skinned mesh) to the animation curves.
AnimationEntityMut
A type alias for EntityMutExcept as used in animation.