Assimp
v2.0 (November 2010)
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A node in the imported hierarchy. More...
Public Member Functions | |
aiNode () | |
Constructor. | |
aiNode (const std::string &name) | |
Construction from a specific name. | |
aiNode * | FindNode (const aiString &name) |
Searches for a node with a specific name, beginning at this nodes. | |
aiNode * | FindNode (const char *name) |
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~aiNode () | |
Destructor. | |
Public Attributes | |
aiNode ** | mChildren |
The child nodes of this node. | |
unsigned int * | mMeshes |
The meshes of this node. | |
aiString | mName |
The name of the node. | |
unsigned int | mNumChildren |
The number of child nodes of this node. | |
unsigned int | mNumMeshes |
The number of meshes of this node. | |
aiNode * | mParent |
Parent node. | |
aiMatrix4x4 | mTransformation |
The transformation relative to the node's parent. |
A node in the imported hierarchy.
Each node has name, a parent node (except for the root node), a transformation relative to its parent and possibly several child nodes. Simple file formats don't support hierarchical structures - for these formats the imported scene does consist of only a single root node without children.
aiNode::aiNode | ( | ) | [inline] |
Constructor.
aiNode::aiNode | ( | const std::string & | name | ) | [inline] |
Construction from a specific name.
aiNode::~aiNode | ( | ) | [inline] |
Destructor.
Searches for a node with a specific name, beginning at this nodes.
Normally you will call this method on the root node of the scene.
name | Name to search for |
aiNode* aiNode::FindNode | ( | const char * | name | ) | [inline] |
The child nodes of this node.
NULL if mNumChildren is 0.
unsigned int* aiNode::mMeshes |
The meshes of this node.
Each entry is an index into the mesh
The name of the node.
The name might be empty (length of zero) but all nodes which need to be accessed afterwards by bones or anims are usually named. Multiple nodes may have the same name, but nodes which are accessed by bones (see aiBone and aiMesh::mBones) *must* be unique.
Cameras and lights are assigned to a specific node name - if there are multiple nodes with this name, they're assigned to each of them.
There are no limitations regarding the characters contained in this text. You should be able to handle stuff like whitespace, tabs, linefeeds, quotation marks, ampersands, ... .
unsigned int aiNode::mNumChildren |
The number of child nodes of this node.
unsigned int aiNode::mNumMeshes |
The number of meshes of this node.
Parent node.
NULL if this node is the root node.
The transformation relative to the node's parent.