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gltforge_unity_export/
node_data.rs

1/// A Unity GameObject to be exported as a glTF node.
2/// Transform values are in Unity's left-handed coordinate system; the build step
3/// inverts handedness to produce right-handed glTF output.
4pub struct NodeData {
5    /// Node name, or `None` to omit from the glTF output.
6    pub name: Option<String>,
7
8    /// Index of the parent node, or `None` for root nodes.
9    pub parent: Option<u32>,
10
11    /// Index into the export context's mesh list, if this node has a mesh.
12    pub mesh_index: Option<u32>,
13
14    /// Local position `[x, y, z]` in Unity space, or `None` to omit (glTF default: origin).
15    pub translation: Option<[f32; 3]>,
16
17    /// Local rotation as a unit quaternion `[x, y, z, w]` in Unity space,
18    /// or `None` to omit (glTF default: identity).
19    pub rotation: Option<[f32; 4]>,
20
21    /// Local scale `[x, y, z]`, or `None` to omit (glTF default: ones).
22    pub scale: Option<[f32; 3]>,
23}