Struct gltf::scene::Node
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pub struct Node<'a> { /* fields omitted */ }
A node in the node hierarchy.
When a node contains a skin, all its meshes contain JOINTS_0
and WEIGHTS_0
attributes.
Methods
impl<'a> Node<'a>
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fn index(&self) -> usize
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Returns the internal JSON index.
fn camera(&self) -> Option<Camera>
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Returns the camera referenced by this node.
fn children(&self) -> Children
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Returns an Iterator
that visits the node's children.
fn extras(&self) -> &Extras
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Optional application specific data.
fn matrix(&self) -> [f32; 16]
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: Use transform().matrix()
instead
Returns the 4x4 column-major transformation matrix.
fn mesh(&self) -> Option<Mesh>
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Returns the mesh referenced by this node.
fn rotation(&self) -> [f32; 4]
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: Use transform().decomposed()
instead.
Returns the node's unit quaternion rotation in the order [x, y, z, w]
,
where w
is the scalar.
fn scale(&self) -> [f32; 3]
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: Use transform().decomposed()
instead.
Returns the node's non-uniform scale.
fn translation(&self) -> [f32; 3]
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: Use transform().decomposed()
instead.
Returns the node's translation.
fn transform(&self) -> Transform
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Returns the node's transform.
fn skin(&self) -> Option<Skin>
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Returns the skin referenced by this node.
fn weights(&self) -> Option<&[f32]>
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Returns the weights of the instantiated morph target.
Trait Implementations
impl<'a> Clone for Node<'a>
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fn clone(&self) -> Node<'a>
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more