pub struct NodeData {
pub name: Option<String>,
pub parent: Option<u32>,
pub mesh_index: Option<u32>,
pub translation: Option<[f32; 3]>,
pub rotation: Option<[f32; 4]>,
pub scale: Option<[f32; 3]>,
}Expand description
A Unity GameObject to be exported as a glTF node. Transform values are in Unity’s left-handed coordinate system; the build step inverts handedness to produce right-handed glTF output.
Fields§
§name: Option<String>Node name, or None to omit from the glTF output.
parent: Option<u32>Index of the parent node, or None for root nodes.
mesh_index: Option<u32>Index into the export context’s mesh list, if this node has a mesh.
translation: Option<[f32; 3]>Local position [x, y, z] in Unity space, or None to omit (glTF default: origin).
rotation: Option<[f32; 4]>Local rotation as a unit quaternion [x, y, z, w] in Unity space,
or None to omit (glTF default: identity).
scale: Option<[f32; 3]>Local scale [x, y, z], or None to omit (glTF default: ones).
Auto Trait Implementations§
impl Freeze for NodeData
impl RefUnwindSafe for NodeData
impl Send for NodeData
impl Sync for NodeData
impl Unpin for NodeData
impl UnsafeUnpin for NodeData
impl UnwindSafe for NodeData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more