Closed kvark closed 9 years ago
Rough prototype:
trait Transform {}
trait World<T> {
type NodePtr;
type SkeletonPtr;
type Iter: Iterator<Item = T>;
fn get_transform(&self, Self::NodePtr) -> &T;
fn iter_bones(&self, Self::SkeletonPtr) -> Self::Iter;
}
We are currently using the full
World
implementation fromClaymore
. The library shouldn't constrain it too much, it only really needs to compute a couple of transformations (relative to the camera). Blocked by #2