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use std::slice::from_raw_parts;
use ffi::AiNode;
use math::Matrix4x4;
define_type_and_iterator_indirect! {
/// The `Node` type represents a node in the imported scene hierarchy.
struct Node(&AiNode)
/// Node iterator type.
struct NodeIter
}
impl<'a> Node<'a> {
/// Returns the name of the node.
pub fn name(&self) -> &str {
self.name.as_ref()
}
/// Returns the node's transformation matrix.
pub fn transformation(&self) -> Matrix4x4 {
Matrix4x4::from_raw(&self.transformation)
}
/// Return the parent of this node. Returns `None` if this node is the root node.
pub fn parent(&self) -> Option<Node> {
if !self.parent.is_null() {
Some(Node::from_raw(self.parent))
} else {
None
}
}
/// Returns the number of child nodes.
pub fn num_children(&self) -> u32 {
self.num_children
}
/// Returns a vector containing all of the child nodes under this node.
pub fn child_iter(&self) -> NodeIter {
NodeIter::new(self.children as *const *const AiNode,
self.num_children as usize)
}
/// Returns the number of meshes under this node.
pub fn num_meshes(&self) -> u32 {
self.num_meshes
}
/// Returns a vector containing all of the meshes under this node. These are indices into
/// the meshes contained in the `Scene` struct.
pub fn meshes(&self) -> &[u32] {
let len = self.num_meshes as usize;
unsafe { from_raw_parts(self.meshes, len) }
}
// TODO metadata
}