public static class AnimationSystemsThe animation passes, as a set a game registers in one line.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The same shape PhysicsSystems.AddPhysics takes, and it was missing for as long as animation had systems. EngineLoop registers a default set and cannot include these: Vixen.Animation references Vixen.Engine, so the dependency only runs one way and the engine has no name for an animator. The result was that every game had to know the passes exist and what order they go in.
⚠ Both passes are added whether or not a game has skinned characters. Each costs one query that matches nothing, and the alternative — a second registration call somebody has to know to make — is a character that does not move for a reason nobody can see. That is the argument the physics registration already makes about its character pass.
Methods (3)
public static SystemRunner AddAnimation(this SystemRunner runner)Adds the evaluation pass and the skinning pass to a runner.
public static EngineLoop AddAnimation(this EngineLoop loop)Adds the animation passes to a loop.
public static ConstraintGizmoSystem AddConstraintGizmos(this EngineLoop loop, DebugDraw draw)Adds the constraint gizmo pass, switched off.
Used by (1)
- GizmoTestsVixen.Animation.Tests