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use cgmath;
use froggy;
use mint;
use hub::SubNode;
use material::Material;
use std::marker::PhantomData;
/// Pointer to a Node
pub(crate) type NodePointer = froggy::Pointer<NodeInternal>;
pub(crate) type TransformInternal = cgmath::Decomposed<cgmath::Vector3<f32>, cgmath::Quaternion<f32>>;
// Fat node of the scene graph.
//
// `NodeInternal` is used by `three-rs` to represent an object in our scene graph,
// shaped as a node tree. Client code uses [`object::Base`](struct.Base.html) instead.
#[derive(Debug)]
pub(crate) struct NodeInternal {
/// `true` if this node (and its children) are visible to cameras.
pub(crate) visible: bool,
/// The transform relative to the node's parent.
pub(crate) transform: TransformInternal,
/// The transform relative to the scene root.
pub(crate) world_transform: TransformInternal,
/// Pointer to the next sibling.
pub(crate) next_sibling: Option<NodePointer>,
/// Context specific-data, for example, `UiText`, `Visual` or `Light`.
pub(crate) sub_node: SubNode,
}
impl NodeInternal {
pub(crate) fn to_node(&self) -> Node<Local> {
Node {
transform: self.transform.into(),
visible: self.visible,
material: match self.sub_node {
SubNode::Visual(ref mat, _, _) => Some(mat.clone()),
_ => None,
},
_space: PhantomData,
}
}
}
impl From<SubNode> for NodeInternal {
fn from(sub: SubNode) -> Self {
NodeInternal {
visible: true,
transform: cgmath::Transform::one(),
world_transform: cgmath::Transform::one(),
next_sibling: None,
sub_node: sub,
}
}
}
/// Position, rotation, and scale of the scene node.
#[derive(Clone, Debug, PartialEq)]
pub struct Transform {
/// Position.
pub position: mint::Point3<f32>,
/// Orientation.
pub orientation: mint::Quaternion<f32>,
/// Scale.
pub scale: f32,
}
impl From<TransformInternal> for Transform {
fn from(tf: TransformInternal) -> Self {
let pos: mint::Vector3<f32> = tf.disp.into();
Transform {
position: pos.into(),
orientation: tf.rot.into(),
scale: tf.scale,
}
}
}
/// Local space, defined relative to the parent node.
pub enum Local {}
/// World space, defined relative to the scene root.
pub enum World {}
/// General information about scene `Node`.
#[derive(Clone, Debug, PartialEq)]
pub struct Node<Space> {
/// Is `Node` visible by cameras or not?
pub visible: bool,
//Note: this really begs for `euclid`-style parametrized math types.
/// Transformation in `Space`.
pub transform: Transform,
/// Material in case this `Node` has it.
pub material: Option<Material>,
///
pub(crate) _space: PhantomData<Space>,
}