Assimp  v3.1.1 (June 2014)
glTF::Node Struct Reference

Inherits glTF::Object.

Public Member Functions

 Node ()
 
void Read (Value &obj, Asset &r)
 
- Public Member Functions inherited from glTF::Object
virtual bool IsSpecial () const
 Objects marked as special are not exported (used to emulate the binary body buffer) More...
 
virtual ~Object ()
 

Public Attributes

Ref< Cameracamera
 
std::vector< Ref< Node > > children
 
std::string jointName
 Name used when this node is a joint in a skin. More...
 
Ref< Lightlight
 
Nullable< mat4 > matrix
 
std::vector< Ref< Mesh > > meshes
 
Ref< Nodeparent
 This is not part of the glTF specification. Used as a helper. More...
 
Nullable< vec4 > rotation
 
Nullable< vec3 > scale
 
std::vector< Ref< Node > > skeletons
 The ID of skeleton nodes. Each of which is the root of a node hierarchy. More...
 
Ref< Skinskin
 The ID of the skin referenced by this node. More...
 
Nullable< vec3 > translation
 
- Public Attributes inherited from glTF::Object
std::string id
 The globally unique ID used to reference this object. More...
 
std::string name
 The user-defined name of this object. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from glTF::Object
static const char * TranslateId (Asset &r, const char *id)
 Maps special IDs to another ID, where needed. Subclasses may override it (statically) More...
 

Constructor & Destructor Documentation

◆ Node()

glTF::Node::Node ( )
inline

Member Function Documentation

◆ Read()

void glTF::Node::Read ( Value obj,
Asset r 
)
inline

Member Data Documentation

◆ camera

Ref<Camera> glTF::Node::camera

◆ children

std::vector< Ref<Node> > glTF::Node::children

◆ jointName

std::string glTF::Node::jointName

Name used when this node is a joint in a skin.

◆ light

Ref<Light> glTF::Node::light

◆ matrix

Nullable<mat4> glTF::Node::matrix

◆ meshes

std::vector< Ref<Mesh> > glTF::Node::meshes

◆ parent

Ref<Node> glTF::Node::parent

This is not part of the glTF specification. Used as a helper.

◆ rotation

Nullable<vec4> glTF::Node::rotation

◆ scale

Nullable<vec3> glTF::Node::scale

◆ skeletons

std::vector< Ref<Node> > glTF::Node::skeletons

The ID of skeleton nodes. Each of which is the root of a node hierarchy.

◆ skin

Ref<Skin> glTF::Node::skin

The ID of the skin referenced by this node.

◆ translation

Nullable<vec3> glTF::Node::translation

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