Expand description
The loader-facing layer: clips, tracks, and the skeleton before metric
resampling or repair. The glTF loader preserves authored animation
values; the FBX loader normalizes scene coordinates and bakes takes to
linear TRS tracks. Mechanical checks (NaN, quaternion flips, key
density, …) read this layer; semantic checks read the sampled layer
built from it (see crate::sample).
Structs§
- Bone
- One skeleton node/bone in parent-before-child order.
- Clip
- One animation clip targeting the document skeleton.
- Document
- A loaded file: one skeleton, any number of clips targeting it, and
the scene assets (meshes, materials, and textures) that rode in alongside
them.
assetsis default-empty: the check catalog judges animation and ignores it, but the load/write round-trip carries it sotransformandconvertpreserve geometry instead of silently dropping it. - Material
Asset - Factor-only material plus an optional embedded base-color texture.
- Mesh
Asset - Mesh data attached to a scene node.
- Primitive
- One triangle-list primitive sharing a material. Attribute arrays may be
indexed already;
Primitive::welddedupes an unindexed primitive into indexed form. - Scene
Assets - Mesh and material assets carried alongside animation data.
- Skeleton
- Bones in topological order: a bone’s parent always precedes it. Loaders are responsible for establishing this invariant.
- Source
Info - Loader-provided provenance for a
Document. - Texture
Asset - An embedded texture: raw encoded image bytes (glTF embeds the file as-is, no decoding).
- Track
- One animated property of one bone.
- Transform
- Node-local TRS transform.
Enums§
- Interpolation
- Interpolation mode for a
Track. - Property
- Animated property targeted by a
Track. - Track
Values - Storage for a track’s key values.
Type Aliases§
- BoneId
- Index into
Skeleton::bones.