◆ aiSkeletonBone()
aiSkeletonBone::aiSkeletonBone |
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◆ ~aiSkeletonBone()
aiSkeletonBone::~aiSkeletonBone |
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◆ mArmature
The bone armature node - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
◆ mLocalMatrix
Matrix that transforms the locale bone in bind pose.
◆ mMeshId
The mesh index, which will get influenced by the weight.
◆ mNode
The bone node in the scene - used for skeleton conversion you must enable aiProcess_PopulateArmatureData to populate this.
◆ mNumnWeights
unsigned int aiSkeletonBone::mNumnWeights |
◆ 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
The influence weights of this bone, by vertex index.
The documentation for this struct was generated from the following file: