public sealed class ConstraintBindingsWho the other parties are, and where the game says things are this frame.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Two stores with different lifetimes, deliberately. Bindings persist — a character holding a sword has that slot filled for as long as it holds it — and provided frames do not: they are written during the frame that computed them and cleared with it, so a provider that stops writing produces an unresolved frame and an ease-out rather than a goal pinned to a stale answer.
Fields and properties (1)
public int CountHow many slots are filled.
Methods (9)
public void Set(Symbol slot, IBindingSource? source)Fills a slot.
public void Set(string slot, IBindingSource? source)Fills a slot.
public IBindingSource? Source(Symbol slot)What fills a slot, if anything.
public bool TryResolve(Symbol slot, Symbol socket, out BoneTransform world)Where a slot's thing is, or its socket.
public void Provide(Symbol name, in BoneTransform world)Writes a frame the game computed itself.
public void Provide(string name, in BoneTransform world)Writes a frame the game computed itself.
public bool TryGetProvided(Symbol name, out BoneTransform world)Reads a frame the game computed.
public void ClearProvided()Forgets every provided frame, keeping the bindings.
public void Clear()Forgets everything.
Used by (9)
- CameraConstraintsVixen.Animation
- ConstraintContextVixen.Animation
- ConstraintStackVixen.Animation
- ConstraintTestsVixen.Animation.Tests
- EntityFrameVixen.Animation
- FootPlacementPresetVixen.Animation
- ProvidedFrameVixen.Animation
- SocketFrameVixen.Animation
- VariationHarnessVixen.Animation