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use gltf_derive::Validate; use serde_derive::{Serialize, Deserialize}; /// 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. #[derive(Clone, Debug, Default, Deserialize, Serialize, Validate)] pub struct Node {} /// The root `Node`s of a scene. #[derive(Clone, Debug, Default, Deserialize, Serialize, Validate)] pub struct Scene {}