pub struct GltfTree {
pub tree: Node<MeshItem>,
pub node_paths: Vec<Option<Vec<usize>>>,
}gltf only.Expand description
A glTF scene imported as a Node tree, plus the mapping from glTF node
indices to index paths in the tree.
glTF addresses nodes structurally by index (animation channels and
skin.joints reference the document’s node array), while names are
optional display labels that are neither unique nor guaranteed present.
This type carries both views: GltfTree::node resolves a document
index, and Node::by_id resolves a
label.
Fields§
§tree: Node<MeshItem>The default scene (or the first scene) as a node tree; the scene’s root nodes are direct children of this synthetic root group.
node_paths: Vec<Option<Vec<usize>>>glTF node index → index path into GltfTree::tree (see
Node::get). None for document
nodes that are not part of the imported scene.
Implementations§
Methods from Deref<Target = Node<MeshItem>>§
Sourcepub fn is_group(&self) -> bool
pub fn is_group(&self) -> bool
Whether this node is a pure frame: no payload, only (possibly empty) children.
Sourcepub fn first_leaf(&self) -> Option<&I>
pub fn first_leaf(&self) -> Option<&I>
The first leaf payload in depth-first order, without composing any
transforms. This backs the color/stroke-width getters; None means
the tree has no payloads at all.
Sourcepub fn get(&self, path: &[usize]) -> Option<&Transformed<Self, G>>
pub fn get(&self, path: &[usize]) -> Option<&Transformed<Self, G>>
Look up a placement by walking child indices: [i] returns child
i (including its pose), [i, j] returns child j of child i’s
frame, and so on. Paths must be non-empty — the receiver is the
frame itself, not a placement — and None is returned when an index
is out of bounds.
Sourcepub fn by_id(&self, id: &str) -> Option<&Transformed<Self, G>>
pub fn by_id(&self, id: &str) -> Option<&Transformed<Self, G>>
The first placement (depth-first preorder) whose id equals id.
Ids are external labels (SVG ids, glTF node names) and are not
guaranteed unique, so duplicates resolve to the preorder-first match;
see Node::by_ids for every match and Node::by_id_path for a
reusable address. Placements are searched, not the receiver — the
receiver is the frame they live in. None when no placement carries
the id.
Sourcepub fn by_ids(&self, id: &str) -> Vec<&Transformed<Self, G>>
pub fn by_ids(&self, id: &str) -> Vec<&Transformed<Self, G>>
Every placement whose id equals id, in depth-first order.
fn collect_by_id<'a>( &'a self, id: &str, matches: &mut Vec<&'a Transformed<Self, G>>, )
Sourcepub fn by_id_path(&self, id: &str) -> Option<Vec<usize>>
pub fn by_id_path(&self, id: &str) -> Option<Vec<usize>>
The index path (see Node::get) of the first placement in
depth-first order whose id equals id. Useful to reuse an address
across frames without re-searching.
Sourcepub fn leaves(&self) -> Leaves<'_, I, G> ⓘ
pub fn leaves(&self) -> Leaves<'_, I, G> ⓘ
Iterate over flattened leaf payloads with their accumulated world
affine, yielding (world_affine, &item) pairs in depth-first order —
i.e. painter’s-algorithm draw order.
The world affine composes top-down through every placement’s
transform, starting from the identity at the receiver: the receiver
is an unplaced frame, so wrapping the tree in [Transformed] places
it (see PlacedLeaves). Render extraction composes the same placement
into typed frame entries. Implemented with an explicit stack, so deep trees
cannot overflow the call stack.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GltfTree
impl RefUnwindSafe for GltfTree
impl Send for GltfTree
impl Sync for GltfTree
impl Unpin for GltfTree
impl UnsafeUnpin for GltfTree
impl UnwindSafe for GltfTree
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