Merge pull request #4946 from assimp/kimkulling/skeleton-doc

Add skeleton doc
pull/4960/head
Kim Kulling 2023-02-14 21:08:03 +01:00 committed by GitHub
commit bfa19f6900
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1 changed files with 40 additions and 10 deletions

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@ -631,7 +631,9 @@ struct aiMesh {
*/
C_STRUCT aiVector3D *mVertices;
/** Vertex normals.
/**
* @brief Vertex normals.
*
* The array contains normalized vectors, nullptr if not present.
* The array is mNumVertices in size. Normals are undefined for
* point and line primitives. A mesh consisting of points and
@ -770,7 +772,7 @@ struct aiMesh {
#ifdef __cplusplus
//! Default constructor. Initializes all members to 0
//! The default class constructor.
aiMesh() AI_NO_EXCEPT
: mPrimitiveTypes(0),
mNumVertices(0),
@ -952,17 +954,32 @@ struct aiMesh {
#endif // __cplusplus
};
/**
* @brief A skeleton bone represents a single bone in a aiSkeleton instance.
*
* Skeleton-Animations can be represented via a skeleton struct, which describes
* a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh.
* The bone knows its parent bone. If there is no parent bone the parent id is
* marked with -1.
* The skeleton-bone stores a pointer to its used armature. If there is no
* armature this value if set to nullptr.
* A skeleton bone stores its offset-matrix, which is the absolute transformation
* for the bone. The bone stores the locale transformation to its parent as well.
* You can compute the offset matrix by multiplying the hierarchy like:
* Tree: s1 -> s2 -> s3
* Offset-Matrix s3 = locale-s3 * locale-s2 * locale-s1
*/
struct aiSkeletonBone {
/// The parent bone index, is -1 one if this bone represents the root bone.
int mParent;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
/// The bone armature node - used for skeleton conversion
/// @brief The bone armature node - used for skeleton conversion
/// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode *mArmature;
/// The bone node in the scene - used for skeleton conversion
/// @brief The bone node in the scene - used for skeleton conversion
/// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode *mNode;
@ -993,6 +1010,7 @@ struct aiSkeletonBone {
C_STRUCT aiMatrix4x4 mLocalMatrix;
#ifdef __cplusplus
/// @brief The class constructor.
aiSkeletonBone() :
mParent(-1),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
@ -1007,6 +1025,7 @@ struct aiSkeletonBone {
// empty
}
/// @brief The class destructor.
~aiSkeletonBone() {
delete[] mWeights;
mWeights = nullptr;
@ -1014,34 +1033,45 @@ struct aiSkeletonBone {
#endif // __cplusplus
};
/**
* @brief
* @brief A skeleton represents the bone hierarchy of an animation.
*
* Skeleton animations can be described as a tree of bones:
* root
* |
* node1
* / \
* node3 node4
* If you want to calculate the transformation of node three you need to compute the
* transformation hierarchy for the transformation chain of node3:
* root->node1->node3
* Each node is represented as a skeleton instance.
*/
struct aiSkeleton {
/**
*
* @brief The name of the skeleton instance.
*/
C_STRUCT aiString mName;
/**
*
* @brief The number of bones in the skeleton.
*/
unsigned int mNumBones;
/**
*
* @brief The bone instance in the skeleton.
*/
C_STRUCT aiSkeletonBone **mBones;
#ifdef __cplusplus
/**
*
* @brief The class constructor.
*/
aiSkeleton() AI_NO_EXCEPT : mName(), mNumBones(0), mBones(nullptr) {
// empty
}
/**
*
* @brief The class destructor.
*/
~aiSkeleton() {
delete[] mBones;