Struct gltf::v1::Gltf [] [src]

pub struct Gltf {
    pub accessors: HashMap<String, Accessor>,
    pub animation: HashMap<String, Animation>,
    pub asset: Asset,
    pub buffers: HashMap<String, Buffer>,
    pub buffer_views: HashMap<String, BufferView>,
    pub cameras: HashMap<String, Camera>,
    pub images: HashMap<String, Image>,
    pub materials: HashMap<String, Material>,
    pub meshes: HashMap<String, Mesh>,
    pub nodes: HashMap<String, Node>,
    pub programs: HashMap<String, Program>,
    pub samplers: HashMap<String, Sampler>,
    pub scene: Option<String>,
    pub scenes: HashMap<String, Scene>,
    pub shaders: HashMap<String, Shader>,
    pub skins: HashMap<String, Skin>,
    pub techniques: HashMap<String, Technique>,
    pub textures: HashMap<String, Texture>,
}

Fields

A dictionary object of accessor objects.

The name of each accessor is an ID in the global glTF namespace that is used to reference the accessor. An accessor is a typed view into a bufferView.

A dictionary object of keyframe animation objects.

The name of each animation is an ID in the global glTF namespace that is used to reference the animation.

Metadata about the glTF asset.

A dictionary object of buffer objects.

The name of each buffer is an ID in the global glTF namespace that is used to reference the buffer. A buffer points to binary geometry, animation, or skins.

A dictionary object of bufferView objects.

The name of each bufferView is an ID in the global glTF namespace that is used to reference the bufferView. A bufferView is a view into a buffer generally representing a subset of the buffer.

A dictionary object of camera objects.

The name of each camera is an ID in the global glTF namespace that is used to reference the camera. A camera defines a projection matrix.

A dictionary object of image objects.

The name of each image is an ID in the global glTF namespace that is used to reference the image. An image defines data used to create a texture.

A dictionary object of material objects.

The name of each material is an ID in the global glTF namespace that is used to reference the material. A material defines the appearance of a primitive.

A dictionary object of mesh objects.

The name of each mesh is an ID in the global glTF namespace that is used to reference the mesh. A mesh is a set of primitives to be rendered.

A dictionary object of node objects in the node hierarchy.

The name of each node is an ID in the global glTF namespace that is used to reference the node.

A dictionary object of shader program objects.

The name of each program is an ID in the global glTF namespace that is used to reference the program.

A dictionary object of sampler objects.

The name of each sampler is an ID in the global glTF namespace that is used to reference the sampler. A sampler contains properties for texture filtering and wrapping modes.

The ID of the default scene.

A dictionary object of scene objects.

The name of each scene is an ID in the global glTF namespace that is used to reference the scene.

A dictionary object of shader objects.

The name of each shader is an ID in the global glTF namespace that is used to reference the shader.

A dictionary object of skin objects.

The name of each skin is an ID in the global glTF namespace that is used to reference the skin. A skin is defined by joints and matrices.

A dictionary object of technique objects.

The name of each technique is an ID in the global glTF namespace that is used to reference the technique. A technique is a template for a material appearance.

A dictionary object of texture objects.

The name of each texture is an ID in the global glTF namespace that is used to reference the texture.

Methods

impl Gltf
[src]

Trait Implementations

impl Debug for Gltf
[src]

Formats the value using the given formatter.

impl Default for Gltf
[src]

Returns the "default value" for a type. Read more