Assimp v5.2.2 (January 2022)
The Asset-Importer-Lib API documentation.
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A single bone of a mesh. More...
#include <mesh.h>
Public Member Functions | |
aiBone () AI_NO_EXCEPT | |
Default constructor. More... | |
aiBone (const aiBone &other) | |
Copy constructor. More... | |
void | copyVertexWeights (const aiBone &other) |
aiBone & | operator= (const aiBone &other) |
Assignment operator. More... | |
bool | operator== (const aiBone &rhs) const |
~aiBone () | |
Destructor - deletes the array of vertex weights. More... | |
Public Attributes | |
C_STRUCT aiNode * | mArmature |
The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this. More... | |
C_STRUCT aiString | mName |
The name of the bone. More... | |
C_STRUCT aiNode * | mNode |
The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this. More... | |
unsigned int | mNumWeights |
The number of vertices affected by this bone. More... | |
C_STRUCT aiMatrix4x4 | mOffsetMatrix |
Matrix that transforms from mesh space to bone space in bind pose. More... | |
C_STRUCT aiVertexWeight * | mWeights |
The influence weights of this bone, by vertex index. More... | |
A single bone of a mesh.
A bone has a name by which it can be found in the frame hierarchy and by which it can be addressed by animations. In addition it has a number of influences on vertices, and a matrix relating the mesh position to the position of the bone at the time of binding.
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Default constructor.
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Copy constructor.
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Destructor - deletes the array of vertex weights.
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The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
unsigned int aiBone::mNumWeights |
The number of vertices affected by this bone.
The maximum value for this member is AI_MAX_BONE_WEIGHTS.
C_STRUCT aiMatrix4x4 aiBone::mOffsetMatrix |
Matrix that transforms from mesh space to bone space in bind pose.
This matrix describes the position of the mesh in the local space of this bone when the skeleton was bound. Thus it can be used directly to determine a desired vertex position, given the world-space transform of the bone when animated, and the position of the vertex in mesh space.
It is sometimes called an inverse-bind matrix, or inverse bind pose matrix.
C_STRUCT aiVertexWeight* aiBone::mWeights |
The influence weights of this bone, by vertex index.