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   <div id="projectname">Assimp
   &#160;<span id="projectnumber">v2.0 (November 2010)</span>
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<p>Describes the animation of a single node.  
 <a href="structai_node_anim.html#details">More...</a></p>

<p><a href="structai_node_anim-members.html">List of all members.</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a84eeb5f28dc00c3dab87d9f6f5ce20c4"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a84eeb5f28dc00c3dab87d9f6f5ce20c4">aiNodeAnim</a> ()</td></tr>
<tr class="memitem:a5d6a0e98630000eded220759b7fb2f04"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a5d6a0e98630000eded220759b7fb2f04">~aiNodeAnim</a> ()</td></tr>
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Public Attributes</h2></td></tr>
<tr class="memitem:a1471759f073840f9aa7001f866b41780"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structai_string.html">aiString</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a1471759f073840f9aa7001f866b41780">mNodeName</a></td></tr>
<tr class="memdesc:a1471759f073840f9aa7001f866b41780"><td class="mdescLeft">&#160;</td><td class="mdescRight">The name of the node affected by this animation.  <a href="#a1471759f073840f9aa7001f866b41780"></a><br/></td></tr>
<tr class="memitem:aab725313d31db70adab778a3c125103f"><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#aab725313d31db70adab778a3c125103f">mNumPositionKeys</a></td></tr>
<tr class="memdesc:aab725313d31db70adab778a3c125103f"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of position keys.  <a href="#aab725313d31db70adab778a3c125103f"></a><br/></td></tr>
<tr class="memitem:aca7c78b89c4c64dcdf7619e105e0708c"><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#aca7c78b89c4c64dcdf7619e105e0708c">mNumRotationKeys</a></td></tr>
<tr class="memdesc:aca7c78b89c4c64dcdf7619e105e0708c"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of rotation keys.  <a href="#aca7c78b89c4c64dcdf7619e105e0708c"></a><br/></td></tr>
<tr class="memitem:a28fa0fd84571ac79cb45a537192738f6"><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a28fa0fd84571ac79cb45a537192738f6">mNumScalingKeys</a></td></tr>
<tr class="memdesc:a28fa0fd84571ac79cb45a537192738f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of scaling keys.  <a href="#a28fa0fd84571ac79cb45a537192738f6"></a><br/></td></tr>
<tr class="memitem:acdd7b5435b0483f74f0405f9171c69fd"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structai_vector_key.html">aiVectorKey</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#acdd7b5435b0483f74f0405f9171c69fd">mPositionKeys</a></td></tr>
<tr class="memdesc:acdd7b5435b0483f74f0405f9171c69fd"><td class="mdescLeft">&#160;</td><td class="mdescRight">The position keys of this animation channel.  <a href="#acdd7b5435b0483f74f0405f9171c69fd"></a><br/></td></tr>
<tr class="memitem:a331ed6a78eb63917945faf29b4fb9cd6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="ai_anim_8h.html#a201b9e9429b82cd6423ff4a4daf01cef">aiAnimBehaviour</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a331ed6a78eb63917945faf29b4fb9cd6">mPostState</a></td></tr>
<tr class="memdesc:a331ed6a78eb63917945faf29b4fb9cd6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines how the animation behaves after the last key was processed.  <a href="#a331ed6a78eb63917945faf29b4fb9cd6"></a><br/></td></tr>
<tr class="memitem:a442a57fd1a7508fe3d088355c3714a3d"><td class="memItemLeft" align="right" valign="top"><a class="el" href="ai_anim_8h.html#a201b9e9429b82cd6423ff4a4daf01cef">aiAnimBehaviour</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a442a57fd1a7508fe3d088355c3714a3d">mPreState</a></td></tr>
<tr class="memdesc:a442a57fd1a7508fe3d088355c3714a3d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines how the animation behaves before the first key is encountered.  <a href="#a442a57fd1a7508fe3d088355c3714a3d"></a><br/></td></tr>
<tr class="memitem:ab6339e0f9445a8aede710662c94cb54b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structai_quat_key.html">aiQuatKey</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#ab6339e0f9445a8aede710662c94cb54b">mRotationKeys</a></td></tr>
<tr class="memdesc:ab6339e0f9445a8aede710662c94cb54b"><td class="mdescLeft">&#160;</td><td class="mdescRight">The rotation keys of this animation channel.  <a href="#ab6339e0f9445a8aede710662c94cb54b"></a><br/></td></tr>
<tr class="memitem:a6bc961cfd8cd7fe76830d21b0ee938ec"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structai_vector_key.html">aiVectorKey</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_node_anim.html#a6bc961cfd8cd7fe76830d21b0ee938ec">mScalingKeys</a></td></tr>
<tr class="memdesc:a6bc961cfd8cd7fe76830d21b0ee938ec"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scaling keys of this animation channel.  <a href="#a6bc961cfd8cd7fe76830d21b0ee938ec"></a><br/></td></tr>
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<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>Describes the animation of a single node. </p>
<p>The name specifies the bone/node which is affected by this animation channel. The keyframes are given in three separate series of values, one each for position, rotation and scaling. The transformation matrix computed from these values replaces the node's original transformation matrix at a specific time. This means all keys are absolute and not relative to the bone default pose. The order in which the transformations are applied is</p>
<ul>
<li>as usual - scaling, rotation, translation.</li>
</ul>
<dl class="section note"><dt>Note:</dt><dd>All keys are returned in their correct, chronological order. Duplicate keys don't pass the validation step. Most likely there will be no negative time values, but they are not forbidden also ( so implementations need to cope with them! ) </dd></dl>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
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<hr/><h2>Member Data Documentation</h2>
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          <td class="memname"><a class="el" href="structai_string.html">aiString</a> aiNodeAnim::mNodeName</td>
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<p>The name of the node affected by this animation. </p>
<p>The node must exist and it must be unique. </p>

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          <td class="memname">unsigned int aiNodeAnim::mNumPositionKeys</td>
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<p>The number of position keys. </p>

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<p>The number of rotation keys. </p>

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<p>The number of scaling keys. </p>

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          <td class="memname"><a class="el" href="structai_vector_key.html">aiVectorKey</a>* aiNodeAnim::mPositionKeys</td>
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<p>The position keys of this animation channel. </p>
<p>Positions are specified as 3D vector. The array is mNumPositionKeys in size.</p>
<p>If there are position keys, there will also be at least one scaling and one rotation key. </p>

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          <td class="memname"><a class="el" href="ai_anim_8h.html#a201b9e9429b82cd6423ff4a4daf01cef">aiAnimBehaviour</a> aiNodeAnim::mPostState</td>
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<p>Defines how the animation behaves after the last key was processed. </p>
<p>The default value is aiAnimBehaviour_DEFAULT (the original transformation matrix of the affected node is taken). </p>

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<p>Defines how the animation behaves before the first key is encountered. </p>
<p>The default value is aiAnimBehaviour_DEFAULT (the original transformation matrix of the affected node is used). </p>

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<p>The rotation keys of this animation channel. </p>
<p>Rotations are given as quaternions, which are 4D vectors. The array is mNumRotationKeys in size.</p>
<p>If there are rotation keys, there will also be at least one scaling and one position key. </p>

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<p>The scaling keys of this animation channel. </p>
<p>Scalings are specified as 3D vector. The array is mNumScalingKeys in size.</p>
<p>If there are scaling keys, there will also be at least one position and one rotation key. </p>

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<hr/>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="ai_anim_8h.html">aiAnim.h</a></li>
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