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Kemena3D
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Node in a skeletal-animation hierarchy (one per scene-graph joint). More...
#include <kdatatype.h>
Public Attributes | |
| kMat4 | transformation |
| Local-space transform for this node. | |
| kString | name |
| Node name (used to look up bones by name). | |
| int | childrenCount |
| Number of child nodes. | |
| std::vector< kNodeData > | children |
| Child nodes. | |
Node in a skeletal-animation hierarchy (one per scene-graph joint).
The skeletal animation loader walks the source asset's node tree and builds an equivalent kNodeData tree; kAnimator then traverses this tree each frame to accumulate world-space bone matrices. The fields mirror what a typical skinned-mesh asset format provides without referencing any specific import library.
| std::vector<kNodeData> kemena::kNodeData::children |
Child nodes.
| int kemena::kNodeData::childrenCount |
Number of child nodes.
| kString kemena::kNodeData::name |
Node name (used to look up bones by name).
| kMat4 kemena::kNodeData::transformation |
Local-space transform for this node.