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[src]
fn clone(&self) -> Node[src]
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)1.0.0[src]
Performs copy-assignment from source. Read more
impl Debug for Node[src]
impl Default for Node[src]
impl Validate for Node[src]
fn validate_minimally<P, R>(&self, _root: &Root, _path: P, _report: &mut R) where
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error), [src]
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), [src]
P: Fn() -> Path,
R: FnMut(&Fn() -> Path, Error),
Validates the data against the glTF 2.0 specification. Read more