[][src]Struct shine_gltf::scene::Node

pub struct Node {
    pub camera: Option<Index<Camera>>,
    pub children: Option<Vec<Index<Node>>>,
    pub extensions: Option<Node>,
    pub matrix: Option<[f32; 16]>,
    pub mesh: Option<Index<Mesh>>,
    pub rotation: Option<UnitQuaternion>,
    pub scale: Option<[f32; 3]>,
    pub translation: Option<[f32; 3]>,
    pub skin: Option<Index<Skin>>,
    pub weights: Option<Vec<f32>>,
}

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.

Fields

camera: Option<Index<Camera>>

The index of the camera referenced by this node.

children: Option<Vec<Index<Node>>>

The indices of this node's children.

extensions: Option<Node>

Extension specific data.

matrix: Option<[f32; 16]>

4x4 column-major transformation matrix.

glTF 2.0 specification: When a node is targeted for animation (referenced by an animation.channel.target), only TRS properties may be present; matrix will not be present.

TODO: Ensure that .matrix is set to None or otherwise skipped during serialization, if the node is targeted for animation.

mesh: Option<Index<Mesh>>

The index of the mesh in this node.

rotation: Option<UnitQuaternion>

The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar.

scale: Option<[f32; 3]>

The node's non-uniform scale.

translation: Option<[f32; 3]>

The node's translation.

skin: Option<Index<Skin>>

The index of the skin referenced by this node.

weights: Option<Vec<f32>>

The weights of the instantiated Morph Target. Number of elements must match the number of Morph Targets of used mesh.

Trait Implementations

impl<'a> Get<Node> for Root[src]

impl<'a> GetMut<Node> for Root[src]

impl Validate for Node[src]

impl Default for Node[src]

impl Clone for Node[src]

fn clone_from(&mut self, source: &Self)
1.0.0
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Performs copy-assignment from source. Read more

impl Debug for Node[src]

impl Serialize for Node[src]

impl<'de> Deserialize<'de> for Node[src]

Auto Trait Implementations

impl Send for Node

impl Sync for Node

Blanket Implementations

impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T> From for T[src]

impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> BorrowMut for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> DeserializeOwned for T where
    T: Deserialize<'de>, 
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