Fix aiBone->mOffsetMatrix documentation, which was incorrect.

Also elaborated a bit on what mOffsetMatrix is, and what it is for.
pull/1803/head
Tommy 2018-02-19 11:34:26 +01:00
parent 0c8f574229
commit 24d452e27c
1 changed files with 15 additions and 4 deletions

View File

@ -243,20 +243,31 @@ struct aiVertexWeight {
*
* 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.
* influences on vertices, and a matrix relating the mesh position to the
* position of the bone at the time of binding.
*/
struct aiBone {
//! The name of the bone.
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.
unsigned int mNumWeights;
//! The vertices affected by this bone
//! The influence weights of this bone, by vertex index.
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;
#ifdef __cplusplus