gfx-rs / gfx_scene

deprecated
Apache License 2.0
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Abstract the World away #5

Closed kvark closed 9 years ago

kvark commented 9 years ago

We are currently using the full World implementation from Claymore. 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

kvark commented 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;
}