Struct gltf_json::scene::Node [] [src]

pub struct Node {
    pub camera: Option<Index<Camera>>,
    pub children: Option<Vec<Index<Node>>>,
    pub extensions: Node,
    pub extras: Extras,
    pub matrix: Option<[f32; 16]>,
    pub mesh: Option<Index<Mesh>>,
    pub rotation: UnitQuaternion,
    pub scale: [f32; 3],
    pub translation: [f32; 3],
    pub skin: Option<Index<Skin>>,
    pub weights: Option<Vec<f32>>,
}

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.

Fields

The index of the camera referenced by this node.

The indices of this node's children.

Extension specific data.

Optional application specific data.

4x4 column-major transformation matrix.

The index of the mesh in this node.

The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar.

The node's non-uniform scale.

The node's translation.

The index of the skin referenced by this node.

The weights of the instantiated Morph Target. Number of elements must match the number of Morph Targets of used mesh.

Trait Implementations

impl Clone for Node
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Returns a copy of the value. Read more

1.0.0
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Performs copy-assignment from source. Read more

impl Debug for Node
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Formats the value using the given formatter.

impl Validate for Node
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Validates only the invariants required for the library to function safely.

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Validates the data against the glTF 2.0 specification. Read more