Mibo.Animation Namespace
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A mesh with skeleton data for GPU skinning. |
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A mesh with skeleton data for GPU skinning. |
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Pure update functions for AnimatedModel. |
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Runtime state for a single animated 3D entity. The 3D analog of the 2D
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Functions for creating, updating, and drawing animated sprites. |
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Functions for creating, updating, and drawing animated sprites. |
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Runtime state for a playing animation. |
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Runtime state for a playing animation. |
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A single animation with pre-computed frame rectangles. |
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A single animation with pre-computed frame rectangles. |
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A per-bone animation channel: a sorted array of keyframes for one bone. |
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A single animation clip with a name, duration (in seconds), and per-bone channels. |
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A loaded set of 3D animation clips extracted from a model file. |
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A loaded set of 3D animation clips extracted from a model file. |
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Functions for building and querying Animation3DClipsInfo. |
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Backend-neutral animation clip metadata. Carries only what the playback clock needs: clip names and their keyframe counts. |
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A single keyframe: a time offset (in ticks) and a bone transform matrix. |
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Pure playback functions for Animation3DState. |
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Runtime state for a playing 3D skeletal animation. Pure value — no backend types. Each entity that needs independent animation must have its own copy. |
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Runtime state for a playing 3D skeletal animation. |
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Runtime state for a playing 3D skeletal animation. |
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Definition for an animation in a grid-based sprite sheet. |
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Definition for an animation in a grid-based sprite sheet. |
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A 2D point with integer coordinates. |
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A 2D point with integer coordinates. |
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Functions for creating sprite sheets from various sources. |
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Functions for creating sprite sheets from various sources. |
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A loaded sprite sheet with texture and named animations. |
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A loaded sprite sheet with texture and named animations. |
Mibo