Assimp v5.2.2 (January 2022)
The Asset-Importer-Lib API documentation.
aiSkeletonBone Struct Reference

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 aiNodemArmature
 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 aiMeshmMeshId
 The mesh index, which will get influenced by the weight.
 
C_STRUCT aiNodemNode
 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 aiVertexWeightmWeights
 The influence weights of this bone, by vertex index.
 

Detailed Description

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

Constructor & Destructor Documentation

◆ aiSkeletonBone() [1/2]

aiSkeletonBone::aiSkeletonBone ( )
inline

The class constructor.

◆ aiSkeletonBone() [2/2]

aiSkeletonBone::aiSkeletonBone ( unsigned int  parent)
inline

The class constructor with its parent.

Parameters
parentThe parent node index.

◆ ~aiSkeletonBone()

aiSkeletonBone::~aiSkeletonBone ( )
inline

The class destructor.

Member Data Documentation

◆ mArmature

C_STRUCT aiNode* aiSkeletonBone::mArmature

The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.

◆ mLocalMatrix

C_STRUCT aiMatrix4x4 aiSkeletonBone::mLocalMatrix

Matrix that transforms the locale bone in bind pose.

◆ mMeshId

C_STRUCT aiMesh* aiSkeletonBone::mMeshId

The mesh index, which will get influenced by the weight.

◆ mNode

C_STRUCT aiNode* aiSkeletonBone::mNode

The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.

◆ mNumnWeights

unsigned int aiSkeletonBone::mNumnWeights

The number of weights.

◆ mOffsetMatrix

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.

◆ mParent

int aiSkeletonBone::mParent

The parent bone index, is -1 one if this bone represents the root bone.

◆ mWeights

C_STRUCT aiVertexWeight* aiSkeletonBone::mWeights

The influence weights of this bone, by vertex index.


The documentation for this struct was generated from the following file: