Assimp  v5.0.1. (December 2020)
aiBone Struct Reference

A single bone of a mesh. More...

Public Member Functions

 aiBone () AI_NO_EXCEPT
 Default constructor. More...
 
 aiBone (const aiBone &other)
 Copy constructor. More...
 
aiBoneoperator= (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 aiNodemArmature
 
C_STRUCT aiString mName
 The name of the bone. More...
 
C_STRUCT aiNodemNode
 
unsigned int mNumWeights
 The number of vertices affected by this bone. More...
 
C_STRUCT aiMatrix4x4 mOffsetMatrix
 Matrix that transforms from bone space to mesh space in bind pose. More...
 
C_STRUCT aiVertexWeightmWeights
 The influence weights of this bone, by vertex index. More...
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ aiBone() [1/2]

aiBone::aiBone ( )
inline

Default constructor.

◆ aiBone() [2/2]

aiBone::aiBone ( const aiBone other)
inline

Copy constructor.

◆ ~aiBone()

aiBone::~aiBone ( )
inline

Destructor - deletes the array of vertex weights.

Member Function Documentation

◆ operator=()

aiBone& aiBone::operator= ( const aiBone other)
inline

Assignment operator.

◆ operator==()

bool aiBone::operator== ( const aiBone rhs) const
inline

Member Data Documentation

◆ mArmature

C_STRUCT aiNode* aiBone::mArmature

◆ mName

C_STRUCT aiString aiBone::mName

The name of the bone.

◆ mNode

C_STRUCT aiNode* aiBone::mNode

◆ mNumWeights

unsigned int aiBone::mNumWeights

The number of vertices affected by this bone.

The maximum value for this member is AI_MAX_BONE_WEIGHTS.

◆ mOffsetMatrix

C_STRUCT aiMatrix4x4 aiBone::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.

◆ mWeights

C_STRUCT aiVertexWeight* aiBone::mWeights

The influence weights of this bone, by vertex index.


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