We don't want to store the animation data directly in our scene node (only behaviors need that data, and we might load the file without behaviors) so this "wraps" the scene node and adds animation data.
Note that this "animated" node might not be animated at all in that it might be a parent (with a static transform) of an animated node.
Note: Either the scene node or the fbx node could be missing while the behavior sets up the animation structures.
#include
<class_fbx_behavior_1_1_node_animation_data.h>
Public Member Functions |
|
__init__ () | |
getSceneNode () | |
setSceneNode () | |
getFbxNode () | |
setFbxNode () |
FbxBehavior.NodeAnimationData.__init__ | ( | ) |
Reimplemented in FbxBehavior.FbxListItem.
FbxBehavior.NodeAnimationData.getSceneNode | ( | ) |
FbxBehavior.NodeAnimationData.setSceneNode | ( | ) |
FbxBehavior.NodeAnimationData.getFbxNode | ( | ) |
FbxBehavior.NodeAnimationData.setFbxNode | ( | ) |