Contains Accessor
and other related data structures.
Contains Animation
and other related data structures.
Contains Asset
metadata.
Contains Buffer
, View
, and other related data structures.
Contains Camera
and other related data structures.
Re-exports of serde_json
deserialization functions.
Contains extension specific data structures and the names of all
2.0 extensions supported by the library.
Contains Extras
.
Contains Image
and other related data structures.
Contains Material
and other related data structures.
Contains Mesh
and other related data structures.
Contains Path
.
Contains Root
.
Contains Scene
, Node
, and other related data structures.
Re-exports of serde_json
serialization functions.
Contains Skin
and other related data structures.
Contains Texture
, Sampler
, and other related data structures.
Contains functions that validate glTF JSON data against the specification.
A typed view into a buffer view.
A keyframe animation.
Metadata about the glTF asset.
A buffer points to binary data representing geometry, animations, or skins.
A camera’s projection.
This type represents all possible errors that can occur when serializing or
deserializing JSON data.
Image data used to create a texture.
Represents an offset into an array of type T
owned by the root glTF object.
The material appearance of a primitive.
A set of primitives to be rendered.
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.
An immutable JSON source path.
The root object of a glTF 2.0 asset.
The root Node
s of a scene.
Joints and matrices defining a skin.
A texture and its sampler.