import { Mat4 } from '@gglib/math'; import { AnimationTargetPose } from '../AnimationData'; export interface ModelNode { /** * Name of this node */ name?: string; /** * The index of the camera referenced by this node. */ camera?: number; /** * The indices of this node's children. */ children?: number[]; /** * The index of the skin referenced by this node. */ skin?: number; /** * The index of the mesh in this node. */ mesh?: number; /** * The weights of the instantiated Morph Target. Number of elements must match number of Morph Targets of used mesh. */ weights?: number[]; /** * A floating-point 4x4 transformation matrix stored in column-major order. */ matrix?: number[]; /** * The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar. */ rotation?: number[]; /** * The node's non-uniform scale, given as the scaling factors along the x, y, and z axes. */ scale?: number[]; /** * The node's translation along the x, y, and z axes. */ translation?: number[]; } export interface ModelNodePose extends AnimationTargetPose { /** * The resulting pose matrix */ matrix: Mat4; } //# sourceMappingURL=ModelNode.d.ts.map