Assimp v5.2.2 (January 2022)
The Asset-Importer-Lib API documentation.
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A skeleton bone represents a single bone is a skeleton structure. More...
#include <mesh.h>
Public Member Functions | |
aiSkeletonBone () | |
The class constructor. | |
aiSkeletonBone (unsigned int parent) | |
The class constructor with its parent. | |
~aiSkeletonBone () | |
The class destructor. | |
Public Attributes | |
C_STRUCT aiNode * | mArmature |
The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this. | |
C_STRUCT aiMatrix4x4 | mLocalMatrix |
Matrix that transforms the locale bone in bind pose. | |
C_STRUCT aiMesh * | mMeshId |
The mesh index, which will get influenced by the weight. | |
C_STRUCT aiNode * | mNode |
The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this. | |
unsigned int | mNumnWeights |
The number of weights. | |
C_STRUCT aiMatrix4x4 | mOffsetMatrix |
Matrix that transforms from bone space to mesh space in bind pose. | |
int | mParent |
The parent bone index, is -1 one if this bone represents the root bone. | |
C_STRUCT aiVertexWeight * | mWeights |
The influence weights of this bone, by vertex index. | |
A skeleton bone represents a single bone is a skeleton structure.
Skeleton-Animations can be represented via a skeleton struct, which describes a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh. The bone knows its parent bone. If there is no parent bone the parent id is marked with -1. The skeleton-bone stores a pointer to its used armature. If there is no armature this value if set to nullptr. A skeleton bone stores its offset-matrix, which is the absolute transformation for the bone. The bone stores the locale transformation to its parent as well. You can compute the offset matrix by multiplying the hierarchy like: Tree: s1 -> s2 -> s3 Offset-Matrix s3 = locale-s3 * locale-s2 * locale-s1
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The class constructor.
The class constructor with its parent.
parent | The parent node index. |
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inline |
The class destructor.
The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
C_STRUCT aiMatrix4x4 aiSkeletonBone::mLocalMatrix |
Matrix that transforms the locale bone in bind pose.
The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
C_STRUCT aiMatrix4x4 aiSkeletonBone::mOffsetMatrix |
Matrix that transforms from bone space to mesh 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.
int aiSkeletonBone::mParent |
The parent bone index, is -1 one if this bone represents the root bone.
C_STRUCT aiVertexWeight* aiSkeletonBone::mWeights |
The influence weights of this bone, by vertex index.