(node_handle: f64, model_handle: f64, mesh_idx: f64)
| 879 | /// hierarchy — it picks which mesh to instantiate into `node_handle`. |
| 880 | #[no_mangle] |
| 881 | pub extern "C" fn bloom_scene_attach_model(node_handle: f64, model_handle: f64, mesh_idx: f64) { |
| 882 | let Some(model) = models::get(model_handle as u32) else { return; }; |
| 883 | let root = node_handle as u32; |
| 884 | |
| 885 | // If the model has a scene graph with non-trivial hierarchy (>1 node or a |
| 886 | // transform on the root), walk it. Otherwise fall back to single-mesh |
| 887 | // mode so mesh_idx still picks which mesh to attach. |
| 888 | let single_mesh = model.nodes.len() <= 1 |
| 889 | && model.scene_roots.len() <= 1 |
| 890 | && model.nodes.first().map(|n| n.matrix.is_none() |
| 891 | && n.translation == [0.0; 3] |
| 892 | && n.rotation == [0.0, 0.0, 0.0, 1.0] |
| 893 | && n.scale == [1.0; 3]).unwrap_or(true); |
| 894 | |
| 895 | if single_mesh { |
| 896 | let mesh_i = mesh_idx as usize; |
| 897 | let Some(mesh) = model.meshes.get(mesh_i) else { return; }; |
| 898 | attach_mesh(root, mesh); |
| 899 | return; |
| 900 | } |
| 901 | |
| 902 | // Scene-hierarchy path: one bloom scene node per glTF node. The attach |
| 903 | // target `root` itself doesn't gain geometry — it's the hierarchy's |
| 904 | // anchor. Children materialize via scene::create + scene::set_parent. |
| 905 | // We build a gltf_node_idx → bloom_handle map during the walk, then |
| 906 | // resolve skin joint references once everyone's in place. |
| 907 | let mut gltf_to_bloom: std::collections::HashMap<usize, u32> = std::collections::HashMap::new(); |
| 908 | let mut skinned_nodes: Vec<(u32, usize)> = Vec::new(); // (bloom_handle, gltf_node_idx) |
| 909 | for scene_root in &model.scene_roots { |
| 910 | spawn_node_subtree(&model, *scene_root, root, &mut gltf_to_bloom, &mut skinned_nodes); |
| 911 | } |
| 912 | // Second pass: attach skin data to each skinned mesh-node. Joints are |
| 913 | // resolved to the bloom handles we just created. |
| 914 | for (bloom_handle, gltf_idx) in skinned_nodes { |
| 915 | let gltf_node = &model.nodes[gltf_idx]; |
| 916 | let Some(skin_idx) = gltf_node.skin else { continue }; |
| 917 | let Some(skin) = model.skins.get(skin_idx) else { continue }; |
| 918 | let Some(mesh_idx) = gltf_node.mesh else { continue }; |
| 919 | let Some(mesh) = model.meshes.get(mesh_idx) else { continue }; |
| 920 | let Some(prim) = mesh.primitives.first() else { continue }; |
| 921 | |
| 922 | let joint_handles: Vec<u32> = skin.joints.iter() |
| 923 | .map(|&gi| *gltf_to_bloom.get(&gi).unwrap_or(&0)) |
| 924 | .collect(); |
| 925 | scene::set_skin(bloom_handle, |
| 926 | joint_handles, |
| 927 | skin.inverse_bind_matrices.clone(), |
| 928 | prim.joint_indices.clone(), |
| 929 | prim.weights.clone(), |
| 930 | ); |
| 931 | |
| 932 | // Animation tracks — resolve channel targets to bloom handles. |
| 933 | // Auto-select animation 0 for now (typically the idle/survey clip). |
| 934 | // Follow-up: bloom_update_model_animation to switch between them. |
| 935 | if let Some(anim) = model.animations.first() { |
| 936 | let mut tracks: Vec<scene::AnimTrack> = Vec::new(); |
| 937 | for ch in &anim.channels { |
| 938 | let Some(&bone_h) = gltf_to_bloom.get(&ch.target_node) else { continue }; |
nothing calls this directly
no test coverage detected