Axmol Engine 2.4.0-258ceca
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MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
#include <MeshSkin.h>
Inherits Object.
Public Member Functions | |
ssize_t | getBoneCount () const |
get total bone count, skin bone + node bone | |
Bone3D * | getBoneByIndex (unsigned int index) const |
get bone | |
int | getBoneIndex (Bone3D *bone) const |
get bone index | |
Vec4 * | getMatrixPalette () |
compute matrix palette used by gpu skin | |
ssize_t | getMatrixPaletteSize () const |
getSkinBoneCount() * 3 | |
ssize_t | getMatrixPaletteSizeInBytes () const |
getSkinBoneCount() * 3 * sizeof(Vec4) | |
Bone3D * | getRootBone () const |
get root bone of the skin | |
void | removeAllBones () |
remove all bones | |
void | addSkinBone (Bone3D *bone) |
add skin bone | |
const Mat4 & | getInvBindPose (const Bone3D *bone) |
get inverse bind pose | |
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void | retain () |
Retains the ownership. | |
void | release () |
Releases the ownership immediately. | |
Object * | autorelease () |
Releases the ownership sometime soon automatically. | |
unsigned int | getReferenceCount () const |
Returns the Object's current reference count. | |
virtual | ~Object () |
Destructor. | |
Static Public Member Functions | |
static MeshSkin * | create (Skeleton3D *skeleton, std::string_view filename, std::string_view name) |
create a new meshskin if do not want to share meshskin | |
Additional Inherited Members | |
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unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
And it is responsible for computing matrix palettes that used by skin mesh rendering. @js NA @lua NA