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aiBone Struct Reference

A single bone of a mesh. More...

#include <mesh.h>

Public Attributes

C_STRUCT aiString mName
 The name of the bone.
 
unsigned int mNumWeights
 
C_STRUCT aiNodemArmature
 
C_STRUCT aiNodemNode
 
C_STRUCT aiVertexWeightmWeights
 The influence weights of this bone, by vertex index.
 
C_STRUCT aiMatrix4x4 mOffsetMatrix
 

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.

Member Data Documentation

◆ 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.


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