#include <RadientImportedDocument.hpp>
Public Attributes | |
| std::string | Name |
| RadientTransform | Transform {} |
| Bool | Visible = True |
| RefCntAutoPtr< IRadientMeshAsset > | pMesh |
| std::vector< Float32 > | MorphWeights |
| Uint32 | SkinIndex = InvalidImportedSkinIndex |
| Uint32 | LightIndex = InvalidImportedLightIndex |
| std::optional< RadientCameraComponent > | Camera |
| std::optional< RadientLightComponent > | Light |
| std::vector< Uint32 > | Children |
One node in an imported document's hierarchy.
Its position in ImportedDocument::Nodes is its document-local node index. Instantiation creates an entity for each occurrence of the node in the selected scene hierarchy. The node owns its metadata and retains its mesh.
| std::optional<RadientCameraComponent> Diligent::RadientImport::ImportedNode::Camera |
Optional camera component copied onto the instantiated entity. An empty optional creates no camera component.
| std::vector<Uint32> Diligent::RadientImport::ImportedNode::Children |
Owned array of zero-based indices in ImportedDocument::Nodes, in child instantiation order. Each child is instantiated under this node's entity. An empty array identifies a leaf. The hierarchy contains no cycles.
| std::optional<RadientLightComponent> Diligent::RadientImport::ImportedNode::Light |
Optional light component copied onto the instantiated entity. An empty optional creates no light component.
| Uint32 Diligent::RadientImport::ImportedNode::LightIndex = InvalidImportedLightIndex |
Document-local identifier used by light animation targets, or InvalidImportedLightIndex when the light has no animation identifier. A RadientLightAnimationSchemaID target's Object matches this value. This is not a node index or an index into an asset array. Multiple nodes may use the same identifier; animation then updates each instantiated light with that identifier. The identifier is ignored when Light is empty.
| std::vector<Float32> Diligent::RadientImport::ImportedNode::MorphWeights |
Owned node-specific morph weights, in the mesh's morph-target order. An empty array uses the mesh defaults. When the array and target counts differ, instantiation applies their common prefix, retains defaults for remaining targets, and ignores excess weights. Weights are ignored when the node has no mesh or the mesh has no morph targets.
| std::string Diligent::RadientImport::ImportedNode::Name |
Owned entity name. An empty string selects a generated name during instantiation. Names need not be unique and do not identify animation targets.
| RefCntAutoPtr<IRadientMeshAsset> Diligent::RadientImport::ImportedNode::pMesh |
Strong reference to the mesh attached to this node. A null reference creates no mesh component. Multiple nodes may reference the same mesh.
| Uint32 Diligent::RadientImport::ImportedNode::SkinIndex = InvalidImportedSkinIndex |
Zero-based index in ImportedDocument::Skins, or InvalidImportedSkinIndex when the node does not use skinning. Skinning applies to pMesh. Nodes that use the same skin share a skeleton pose within one scene instantiation; separate scene instantiations create independent poses.
| RadientTransform Diligent::RadientImport::ImportedNode::Transform {} |
Local transform relative to the parent node, or to the scene instance's root entity for a root node. The default transform is identity.
| Bool Diligent::RadientImport::ImportedNode::Visible = True |
Node-local visibility. Effective visibility also depends on every ancestor in the instantiated scene hierarchy.