pub struct Node {
pub name: Option<Name>,
pub transformations: Vec<Transformation>,
pub animations: Vec<Animation>,
pub children: Vec<Nodes>,
}Expand description
A Node structure represents a single generic node in a scene, with no associated object.
Fields§
§name: Option<Name>The optional name for this node. This property is generic to all types of nodes.
transformations: Vec<Transformation>Any local transformations to be applied to this node. This property is generic to all types of nodes.
animations: Vec<Animation>Any animations for this node. This property is generic to all types of nodes.
children: Vec<Nodes>Any sub-nodes of this node. This property is generic to all types of nodes.
Auto Trait Implementations§
impl Freeze for Node
impl RefUnwindSafe for Node
impl Send for Node
impl Sync for Node
impl Unpin for Node
impl UnwindSafe for Node
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