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§
- Additional
Influence Set - Presence metadata for one non-primary glTF skin-influence attribute set.
- 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 - PBR material factors plus optional embedded glTF texture slots.
- Material
Resource Assets - Read-only source material-resource evidence carried beside scene assets.
- Mesh
Asset - One source mesh definition, independent of any node that instances it.
- Mesh
Instance - One node instance of a source
MeshAssetdefinition. - Normal
Texture Asset - A normal-map texture and the scalar applied to its X/Y components.
- Occlusion
Texture Asset - An occlusion texture and the scalar applied to its sampled value.
- Primitive
- One triangle-list primitive sharing a material. Attribute arrays may be
indexed already;
Primitive::welddedupes an unindexed primitive into indexed form. - Scene
Asset - One declared source scene and its root nodes.
- Scene
Assets - Mesh definitions, their node instances, scenes, and materials carried alongside animation data.
- Skeleton
- Bones in topological order: a bone’s parent always precedes it. Loaders are responsible for establishing this invariant.
- Source
Image Asset - One source image definition and bounded inspection result.
- Source
Info - Loader-provided provenance for a
Document. - Source
Inverse Bind Accessor - Read-side evidence for one source skin inverse-bind declaration.
- Source
Material Asset - One source material definition, independent of writer-facing material data.
- Source
Material Texture Binding - One source material-to-texture binding.
- Source
Node Asset - One source-side node with stable loader identity facts.
- Source
Skeleton Assets - Source-node and source-skin evidence carried beside normalized scene assets.
- Source
Skin Asset - One source skin definition, kept separate from bone-level convenience data.
- Source
Skin Attachment - One source node that declares use of a source skin.
- Source
Texture Asset - One source texture definition.
- 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§
- Affine
Domain Violation - Stable machine-readable reason a positive-uniform affine linear part failed classification.
- Decoded
Image Color Type - Decoded image color representation reported by inspection.
- Document
Shape Error - A structural invariant violated by
validate_document_shape. - Image
Container Format - Image container format recognized by inspection.
- Image
Source Kind - How an image payload was declared by its source format.
- Image
Unavailable Reason - Why source-image inspection could not produce decoded metadata.
- Interpolation
- Interpolation mode for a
Track. - Material
Resource Coverage - Whether source material-resource inspection covers the whole input.
- Material
Texture Slot - A material texture slot with stable source-format meaning.
- Mesh
Instance Shape Violation - The way a mesh instance is malformed.
- Property
- Animated property targeted by a
Track. - Source
Image Inspection - Result of bounded source-image inspection.
- Source
Inverse Bind Accessor Status - Read status for a source skin’s inverse-bind declaration.
- Source
Node Local Rest - The source-projected local-rest representation of one source node.
- Source
Projection Violation - The way a complete source-node projection contradicts the skeleton.
- Source
Skeleton Coverage - Whether a loader supplied source-node and source-skin identity evidence.
- Track
Shape Violation - The way a clip track is malformed.
- Track
Values - Storage for a track’s key values.
Functions§
- validate_
document_ shape - Validate the enumerated structural snapshot strict document operations rely on.
Type Aliases§
- BoneId
- Index into
Skeleton::bones.