Crate for skeleton animation.
Optionally provides inverse-kinematics functionality.
```rust
// build a skelly with leg and two arms.
let mut skelly = Skelly::
let leftshoulder = skelly.attach(Vector3::z().into(), waist); let leftarm = skelly.attach((-Vector3::x()).into(), leftshoulder); let leftpalm = skelly.attach((-Vector3::x()).into(), left_arm);
let rightshoulder = skelly.attach(Vector3::z().into(), waist); let rightarm = skelly.attach(Vector3::x().into(), rightshoulder); let rightpalm = skelly.attach(Vector3::x().into(), right_arm);
// Write global isometries of every joint into an array. let mut globals = vec![Isometry3::identity(); skelly.len()]; skelly.write_globals(&Isometry3::identity(), &mut globals);
```
```
let mut skelly = Skelly::
// Using the skelly above, do some inverse-kinematics let mut posture = Posture::new(&skelly); let mut solver = FabrikSolver::new(0.01);
// move left palm to the foot. solver.setpositiongoal(left_palm, Point3::origin());
// Prepare global isometries array for every joint in the posture into an array. let mut globals = vec![Isometry3::identity(); skelly.len()];
// Iteratively solve imposed constraints. loop { solver.solvestep(&skelly, &mut posture); posture.writeglobals(&skelly, &Isometry3::identity(), &mut globals);
// Use `globals` to render skelly in partially solved posture.
} ```
See [demo] for working example.
Licensed under either of
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.