Merge pull request #1803 from mesilliac/moffsetmatrix_documentation
Fix aiBone->mOffsetMatrix documentation, which was incorrect.pull/1804/head
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0b5d83fa95
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@ -243,20 +243,31 @@ struct aiVertexWeight {
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*
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*
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* A bone has a name by which it can be found in the frame hierarchy and by
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* A bone has a name by which it can be found in the frame hierarchy and by
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* which it can be addressed by animations. In addition it has a number of
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* which it can be addressed by animations. In addition it has a number of
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* influences on vertices.
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* influences on vertices, and a matrix relating the mesh position to the
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* position of the bone at the time of binding.
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*/
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*/
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struct aiBone {
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struct aiBone {
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//! The name of the bone.
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//! The name of the bone.
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C_STRUCT aiString mName;
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C_STRUCT aiString mName;
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//! The number of vertices affected by this bone
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//! The number of vertices affected by this bone.
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//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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unsigned int mNumWeights;
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unsigned int mNumWeights;
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//! The vertices affected by this bone
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//! The influence weights of this bone, by vertex index.
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C_STRUCT aiVertexWeight* mWeights;
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C_STRUCT aiVertexWeight* mWeights;
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//! Matrix that transforms from mesh space to bone space in bind pose
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/** Matrix that transforms from bone space to mesh space in bind pose.
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*
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* This matrix describes the position of the mesh
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* in the local space of this bone when the skeleton was bound.
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* Thus it can be used directly to determine a desired vertex position,
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* given the world-space transform of the bone when animated,
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* and the position of the vertex in mesh space.
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*
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* It is sometimes called an inverse-bind matrix,
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* or inverse bind pose matrix.
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*/
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C_STRUCT aiMatrix4x4 mOffsetMatrix;
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C_STRUCT aiMatrix4x4 mOffsetMatrix;
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#ifdef __cplusplus
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#ifdef __cplusplus
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