UE Assimp
Asset importer exporter for unreal engine
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Public Member Functions | |
FString | GetNodeName () const |
UAINode * | GetParentNode (bool &Success) const |
const TArray< UAINode * > & | GetChildNodes () const |
void | GetNodeTransform (FTransform &Transform) const |
bool | GetAllMeshes (TArray< UAIMesh * > &Meshes) |
UAIScene * | GetScene () |
void | RegisterNewNode (aiNode *InNode) |
Public Attributes | |
friend | UAIScene |
const TArray< UAINode * > & UAINode::GetChildNodes | ( | ) | const |
The child nodes of this node.
FString UAINode::GetNodeName | ( | ) | const |
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
<>
e.g.
<DummyRootNode>
.
void UAINode::GetNodeTransform | ( | FTransform & | Transform | ) | const |
The transformation relative to the node's parent.
UAINode * UAINode::GetParentNode | ( | bool & | Success | ) | const |
Parent node. nullptr if this node is the root node.