Assimp  v3.0 (July 2012)
Public Member Functions | Public Attributes
aiNode Struct Reference

A node in the imported hierarchy. More...

List of all members.

Public Member Functions

 aiNode ()
 Constructor.
 aiNode (const std::string &name)
 Construction from a specific name.
aiNodeFindNode (const aiString &name)
 Searches for a node with a specific name, beginning at this nodes.
aiNodeFindNode (const char *name)
 
 ~aiNode ()
 Destructor.

Public Attributes

aiNode ** mChildren
 The child nodes of this node.
unsigned int * mMeshes
 The meshes of this node.
aiString mName
 The name of the node.
unsigned int mNumChildren
 The number of child nodes of this node.
unsigned int mNumMeshes
 The number of meshes of this node.
aiNodemParent
 Parent node.
aiMatrix4x4 mTransformation
 The transformation relative to the node's parent.

Detailed Description

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

aiNode::aiNode ( )
inline

Constructor.

aiNode::aiNode ( const std::string &  name)
inline

Construction from a specific name.

aiNode::~aiNode ( )
inline

Destructor.


Member Function Documentation

aiNode* aiNode::FindNode ( const aiString name)
inline

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.

Parameters:
nameName to search for
Returns:
NULL or a valid Node if the search was successful.
aiNode* aiNode::FindNode ( const char *  name)
inline


Member Data Documentation

aiNode** aiNode::mChildren

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

aiString aiNode::mName

The name of the node.

The name might be empty (length of zero) but all nodes which need to be accessed afterwards by bones or anims are usually named. Multiple nodes may have the same name, but nodes which are accessed by bones (see aiBone and aiMesh::mBones) must be unique.

Cameras and lights are assigned to a specific node name - if there are multiple nodes with this name, they're assigned to each of them.
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unsigned int aiNode::mNumChildren

The number of child nodes of this node.

unsigned int aiNode::mNumMeshes

The number of meshes of this node.

aiNode* aiNode::mParent

Parent node.

NULL if this node is the root node.

aiMatrix4x4 aiNode::mTransformation

The transformation relative to the node's parent.


The documentation for this struct was generated from the following file: