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#include <SkeletonMeshBuilder.h>
Classes | |
struct | Face |
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SkeletonMeshBuilder (aiScene *pScene, aiNode *root=nullptr, bool bKnobsOnly=false) | |
Protected Member Functions | |
void | CreateGeometry (const aiNode *pNode) |
aiMesh * | CreateMesh () |
aiMaterial * | CreateMaterial () |
Protected Attributes | |
std::vector< aiVector3D > | mVertices |
std::vector< Face > | mFaces |
std::vector< aiBone * > | mBones |
bool | mKnobsOnly |
This little helper class constructs a dummy mesh for a given scene the resembles the node hierarchy. This is useful for file formats that don't carry any mesh data but only animation data.
Assimp::SkeletonMeshBuilder::SkeletonMeshBuilder | ( | aiScene * | pScene, |
aiNode * | root = nullptr , |
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bool | bKnobsOnly = false |
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The constructor processes the given scene and adds a mesh there.
Does nothing if the scene already has mesh data.
pScene | The scene for which a skeleton mesh should be constructed. |
root | The node to start with. nullptr is the scene root |
bKnobsOnly | Set this to true if you don't want the connectors between the knobs representing the nodes. |
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Recursively builds a simple mesh representation for the given node and also creates a joint for the node that affects this part of the mesh.
pNode | The node to build geometry for. |
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Creates a dummy material and returns it.
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Creates the mesh from the internally accumulated stuff and returns it.
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bones
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space to assemble the mesh data: points