Skylicht Engine
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SkinnedInstancing
CRenderSkinnedInstancing.h
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/*
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!@
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MIT License
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Copyright (c) 2024 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "RenderMesh/CRenderMeshInstancing.h"
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#include "CTransformTextureData.h"
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#include "Animation/CAnimationClip.h"
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namespace
Skylicht
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{
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class
COMPONENT_API CRenderSkinnedInstancing :
public
CRenderMeshInstancing
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{
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protected
:
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std::vector<CTransformTextureData*> m_textures;
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public
:
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CRenderSkinnedInstancing();
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virtual
~CRenderSkinnedInstancing();
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virtual
void
initComponent();
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virtual
CEntity
* spawn();
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static
bool
setAnimation(
CEntity
* entity,
int
animTextureIndex,
CAnimationClip
* clipInfo,
float
currentTime = 0.0f,
int
bakeFps = 60,
int
skeletonId = 0,
bool
loop =
true
,
bool
pause =
false
);
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static
bool
setAnimation(
CEntity
* entity,
int
animTextureIndex,
CAnimationClip
* clipInfo,
float
clipBegin,
float
clipDuration,
float
currentTime = 0.0f,
int
bakeFps = 60,
int
skeletonId = 0,
bool
loop =
true
,
bool
pause =
false
);
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static
void
setAnimationWeight(
CEntity
* entity,
int
skeletonId,
float
weight);
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public
:
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virtual
void
initFromPrefab(
CEntityPrefab
* prefab);
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void
initTextureTransform(
core::matrix4
* transforms,
u32
w,
u32
h, std::map<std::string, int>& bones);
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DECLARE_GETTYPENAME(CRenderSkinnedInstancing)
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protected
:
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virtual
void
releaseEntities();
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};
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}
Skylicht::CAnimationClip
Represents an animation clip containing multiple animation tracks for different entities.
Definition
CAnimationClip.h:41
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityPrefab
This object class is created to store data in an array of multiple CEntities.
Definition
CEntityPrefab.h:38
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::matrix4
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition
matrix4.h:2241
irr::u32
unsigned int u32
32 bit unsigned variable.
Definition
irrTypes.h:58
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