Merge pull request #1803 from mesilliac/moffsetmatrix_documentation

Fix aiBone->mOffsetMatrix documentation, which was incorrect.
pull/1804/head
Kim Kulling 2018-02-23 23:32:40 +01:00 committed by GitHub
commit 0b5d83fa95
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1 changed files with 15 additions and 4 deletions

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@ -243,20 +243,31 @@ struct aiVertexWeight {
* *
* A bone has a name by which it can be found in the frame hierarchy and by * 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 * which it can be addressed by animations. In addition it has a number of
* influences on vertices. * influences on vertices, and a matrix relating the mesh position to the
* position of the bone at the time of binding.
*/ */
struct aiBone { struct aiBone {
//! The name of the bone. //! The name of the bone.
C_STRUCT aiString mName; C_STRUCT aiString mName;
//! The number of vertices affected by this bone //! The number of vertices affected by this bone.
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
unsigned int mNumWeights; unsigned int mNumWeights;
//! The vertices affected by this bone //! The influence weights of this bone, by vertex index.
C_STRUCT aiVertexWeight* mWeights; C_STRUCT aiVertexWeight* mWeights;
//! Matrix that transforms from mesh space to bone space in bind pose /** 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.
*/
C_STRUCT aiMatrix4x4 mOffsetMatrix; C_STRUCT aiMatrix4x4 mOffsetMatrix;
#ifdef __cplusplus #ifdef __cplusplus