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GltfDocument

Struct GltfDocument 

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pub struct GltfDocument<Ct: IsContainer = GpuCpuArray> {
Show 13 fields pub animations: Vec<Animation>, pub cameras: Vec<GltfCamera>, pub default_scene: Option<usize>, pub extensions: Option<Value>, pub textures: Vec<AtlasTexture>, pub lights: Vec<AnalyticalLight>, pub meshes: Vec<GltfMesh<Ct>>, pub nodes: Vec<GltfNode>, pub default_material: Material, pub materials: Vec<Material>, pub primitives: FxHashMap<usize, Vec<Primitive>>, pub scenes: Vec<Vec<usize>>, pub skins: Vec<GltfSkin>,
}
Expand description

A loaded GLTF document.

After being loaded, a GltfDocument is a collection of staged resources.

All primitives are automatically added to the Stage they were loaded from.

§Note

After being loaded, the meshes field contains Vertices and Indices that can be inspected from the CPU. This has memory implications, so if your document contains lots of geometric data it is advised that you unload that data from the CPU using GltfDocument::into_gpu_only.

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§animations: Vec<Animation>§cameras: Vec<GltfCamera>§default_scene: Option<usize>§extensions: Option<Value>§textures: Vec<AtlasTexture>§lights: Vec<AnalyticalLight>§meshes: Vec<GltfMesh<Ct>>§nodes: Vec<GltfNode>§default_material: Material§materials: Vec<Material>§primitives: FxHashMap<usize, Vec<Primitive>>§scenes: Vec<Vec<usize>>

Vector of scenes - each being a list of nodes.

§skins: Vec<GltfSkin>

Implementations§

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impl GltfDocument

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pub fn from_gltf( stage: &Stage, document: &Document, buffer_data: Vec<Data>, images: Vec<Data>, ) -> Result<GltfDocument, StageError>

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pub fn into_gpu_only(self) -> GltfDocument<GpuOnlyArray>

Unload vertex and index data from the CPU.

The data can still be updated from the CPU, but will not be inspectable.

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impl<Ct> GltfDocument<Ct>
where Ct: IsContainer<Pointer<Vertex> = Array<Vertex>> + IsContainer<Pointer<u32> = Array<u32>>,

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pub fn renderlets_iter(&self) -> impl Iterator<Item = &Primitive>

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pub fn root_nodes_in_scene( &self, scene_index: usize, ) -> impl Iterator<Item = &GltfNode>

Returns the root (top-level) nodes in the given scene.

This roughly follows gltf::Scene::nodes, returning only the nodes directly referenced by the scene — not their children.

Use recursive_nodes_in_scene if you need all nodes (including descendants).

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pub fn recursive_nodes_in_scene( &self, scene_index: usize, ) -> impl Iterator<Item = &GltfNode>

Returns all nodes in the given scene, recursively including children.

Root nodes are visited first, followed by their descendants in depth-first order.

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pub fn bounding_volume(&self) -> Option<Aabb>

Returns the bounding volume of this document, if possible.

This function will return None if this document does not contain meshes.

Auto Trait Implementations§

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impl<Ct> Freeze for GltfDocument<Ct>

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impl<Ct> RefUnwindSafe for GltfDocument<Ct>
where <Ct as IsContainer>::Container<u32>: RefUnwindSafe, <Ct as IsContainer>::Container<Vertex>: RefUnwindSafe,

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impl<Ct> Send for GltfDocument<Ct>
where <Ct as IsContainer>::Container<u32>: Send, <Ct as IsContainer>::Container<Vertex>: Send,

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impl<Ct> Sync for GltfDocument<Ct>
where <Ct as IsContainer>::Container<u32>: Sync, <Ct as IsContainer>::Container<Vertex>: Sync,

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impl<Ct> Unpin for GltfDocument<Ct>
where <Ct as IsContainer>::Container<u32>: Unpin, <Ct as IsContainer>::Container<Vertex>: Unpin,

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impl<Ct> UnsafeUnpin for GltfDocument<Ct>

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impl<Ct> UnwindSafe for GltfDocument<Ct>
where <Ct as IsContainer>::Container<u32>: UnwindSafe, <Ct as IsContainer>::Container<Vertex>: UnwindSafe,

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