Axmol Engine 2.4.0-258ceca
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MeshSkin Class Reference

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
 
Bone3DgetBoneByIndex (unsigned int index) const
 get bone
 
int getBoneIndex (Bone3D *bone) const
 get bone index
 
Vec4getMatrixPalette ()
 compute matrix palette used by gpu skin
 
ssize_t getMatrixPaletteSize () const
 getSkinBoneCount() * 3
 
ssize_t getMatrixPaletteSizeInBytes () const
 getSkinBoneCount() * 3 * sizeof(Vec4)
 
Bone3DgetRootBone () const
 get root bone of the skin
 
void removeAllBones ()
 remove all bones
 
void addSkinBone (Bone3D *bone)
 add skin bone
 
const Mat4getInvBindPose (const Bone3D *bone)
 get inverse bind pose
 
- Public Member Functions inherited from Object
void retain ()
 Retains the ownership.
 
void release ()
 Releases the ownership immediately.
 
Objectautorelease ()
 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 MeshSkincreate (Skeleton3D *skeleton, std::string_view filename, std::string_view name)
 create a new meshskin if do not want to share meshskin
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 

Detailed Description

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


The documentation for this class was generated from the following file: