Assimp  v2.0 (November 2010)
Public Member Functions | Public Attributes
aiNodeAnim Struct Reference

Describes the animation of a single node. More...

List of all members.

Public Member Functions

 aiNodeAnim ()
 ~aiNodeAnim ()

Public Attributes

aiString mNodeName
 The name of the node affected by this animation.
unsigned int mNumPositionKeys
 The number of position keys.
unsigned int mNumRotationKeys
 The number of rotation keys.
unsigned int mNumScalingKeys
 The number of scaling keys.
aiVectorKeymPositionKeys
 The position keys of this animation channel.
aiAnimBehaviour mPostState
 Defines how the animation behaves after the last key was processed.
aiAnimBehaviour mPreState
 Defines how the animation behaves before the first key is encountered.
aiQuatKeymRotationKeys
 The rotation keys of this animation channel.
aiVectorKeymScalingKeys
 The scaling keys of this animation channel.

Detailed Description

Describes the animation of a single node.

The name specifies the bone/node which is affected by this animation channel. The keyframes are given in three separate series of values, one each for position, rotation and scaling. The transformation matrix computed from these values replaces the node's original transformation matrix at a specific time. This means all keys are absolute and not relative to the bone default pose. The order in which the transformations are applied is

Note:
All keys are returned in their correct, chronological order. Duplicate keys don't pass the validation step. Most likely there will be no negative time values, but they are not forbidden also ( so implementations need to cope with them! )

Constructor & Destructor Documentation

aiNodeAnim::aiNodeAnim ( ) [inline]
aiNodeAnim::~aiNodeAnim ( ) [inline]

Member Data Documentation

The name of the node affected by this animation.

The node must exist and it must be unique.

The number of position keys.

The number of rotation keys.

The number of scaling keys.

The position keys of this animation channel.

Positions are specified as 3D vector. The array is mNumPositionKeys in size.

If there are position keys, there will also be at least one scaling and one rotation key.

Defines how the animation behaves after the last key was processed.

The default value is aiAnimBehaviour_DEFAULT (the original transformation matrix of the affected node is taken).

Defines how the animation behaves before the first key is encountered.

The default value is aiAnimBehaviour_DEFAULT (the original transformation matrix of the affected node is used).

The rotation keys of this animation channel.

Rotations are given as quaternions, which are 4D vectors. The array is mNumRotationKeys in size.

If there are rotation keys, there will also be at least one scaling and one position key.

The scaling keys of this animation channel.

Scalings are specified as 3D vector. The array is mNumScalingKeys in size.

If there are scaling keys, there will also be at least one position and one rotation key.


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