Struct gltf::scene::Node [] [src]

pub struct Node<'a> { /* fields omitted */ }

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.

Methods

impl<'a> Node<'a>
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Returns the internal JSON index.

Returns the internal JSON item.

Returns the camera referenced by this node.

Returns an Iterator that visits the node's children.

Optional application specific data.

Returns the 4x4 column-major transformation matrix.

Returns the mesh referenced by this node.

Returns the node's unit quaternion rotation in the order [x, y, z, w], where w is the scalar.

Returns the node's non-uniform scale.

Returns the node's translation.

Returns the skin referenced by this node.

Returns the weights of the instantiated morph target.

Trait Implementations

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

Performs copy-assignment from source. Read more

impl<'a> Debug for Node<'a>
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Formats the value using the given formatter.