Struct gltf::json::extensions::scene::Node
[−]
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pub struct Node {}
A node in the node hierarchy. When the node contains skin
, all
mesh.primitives
must contain JOINTS_0
and WEIGHTS_0
attributes.
A node can have either a matrix
or any combination of
translation
/rotation
/scale
(TRS) properties. TRS properties are converted
to matrices and postmultiplied in the T * R * S
order to compose the
transformation matrix; first the scale is applied to the vertices, then the
rotation, and then the translation. If none are provided, the transform is the
identity. When a node is targeted for animation (referenced by an
animation.channel.target), only TRS properties may be present; matrix
will not
be present.
Trait Implementations
impl Clone for Node
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fn clone(&self) -> Node
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0
Performs copy-assignment from source
. Read more
impl Debug for Node
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impl Default for Node
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impl Validate for Node
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fn validate_minimally<P, R>(&self, _root: &Root, _path: P, _report: &mut R) where
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error),
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error),
Validates only the invariants required for the library to function safely.
fn validate_completely<P, R>(&self, _root: &Root, _path: P, _report: &mut R) where
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error),
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error),
Validates the data against the glTF 2.0 specification.