Assimp v3.1.1 (June 2014)
A node in the imported hierarchy. More...
|aiNode (const std::string &name)|
|Construction from a specific name. More...|
|const aiNode *||FindNode (const aiString &name) const|
|Searches for a node with a specific name, beginning at this nodes. More...|
|aiNode *||FindNode (const aiString &name)|
|const aiNode *||FindNode (const char *name) const|
|aiNode *||FindNode (const char *name)|
|The child nodes of this node. More...|
|unsigned int *||mMeshes|
|The meshes of this node. More...|
|Metadata associated with this node or NULL if there is no metadata. More...|
|The name of the node. More...|
|The number of child nodes of this node. More...|
|The number of meshes of this node. More...|
|Parent node. More...|
|The transformation relative to the node's parent. More...|
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.
Constructor & Destructor Documentation
Construction from a specific name.
Member Function Documentation
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
- NULL or a valid Node if the search was successful.
Member Data Documentation
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 list of the aiScene.
Metadata associated with this node or NULL if there is no metadata.
Whether any metadata is generated depends on the source file format. See the importer_notes page for more information on every source file format. Importers that don't document any metadata don't write any.
The name of the node.
The name might be empty (length of zero) but all nodes which need to be referenced by either bones or animations are named. Multiple nodes may have the same name, except for nodes which are referenced by bones (see aiBone and aiMesh::mBones). Their names must be unique.
Cameras and lights reference a specific node by name - if there are multiple nodes with this name, they are assigned to each of them.
There are no limitations with regard to the characters contained in the name string as it is usually taken directly from the source file.
Implementations should be able to handle tokens such as whitespace, tabs, line feeds, quotation marks, ampersands etc.
Sometimes assimp introduces new nodes not present in the source file into the hierarchy (usually out of necessity because sometimes the source hierarchy format is simply not compatible). Their names are surrounded by
|unsigned int aiNode::mNumChildren|
The number of child nodes of this node.
|unsigned int aiNode::mNumMeshes|
The number of meshes of this node.
NULL if this node is the root node.
The transformation relative to the node's parent.
The documentation for this struct was generated from the following file:
Generated on Sun Feb 21 2016 19:42:29 for Assimp by 1.8.11