use validation::{Error, Validate};
use {camera, extensions, mesh, scene, skin, Extras, Index, Root, Path};
#[derive(Clone, Debug, Deserialize, Validate)]
pub struct Node {
pub camera: Option<Index<camera::Camera>>,
pub children: Option<Vec<Index<scene::Node>>>,
#[serde(default)]
pub extensions: extensions::scene::Node,
#[serde(default)]
pub extras: Extras,
pub matrix: Option<[f32; 16]>,
pub mesh: Option<Index<mesh::Mesh>>,
#[cfg(feature = "names")]
pub name: Option<String>,
#[serde(default)]
pub rotation: UnitQuaternion,
#[serde(default = "node_scale_default")]
pub scale: [f32; 3],
#[serde(default)]
pub translation: [f32; 3],
pub skin: Option<Index<skin::Skin>>,
pub weights: Option<Vec<f32>>,
}
fn node_scale_default() -> [f32; 3] {
[1.0, 1.0, 1.0]
}
#[derive(Clone, Debug, Deserialize, Validate)]
pub struct Scene {
#[serde(default)]
pub extensions: extensions::scene::Scene,
#[serde(default)]
pub extras: Extras,
#[cfg(feature = "names")]
pub name: Option<String>,
pub nodes: Vec<Index<Node>>,
}
#[derive(Clone, Copy, Debug, Deserialize)]
pub struct UnitQuaternion(pub [f32; 4]);
impl Default for UnitQuaternion {
fn default() -> Self {
UnitQuaternion([0.0, 0.0, 0.0, 1.0])
}
}
impl Validate for UnitQuaternion {
fn validate_completely<P, R>(&self, _: &Root, path: P, report: &mut R)
where P: Fn() -> Path, R: FnMut(&Fn() -> Path, Error)
{
for x in &self.0 {
if *x < -1.0 || *x > 1.0 {
report(&path, Error::Invalid);
break;
}
}
}
}