Skylicht Engine
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RenderMesh
CSkinnedMesh.h
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/*
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!@
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MIT License
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Copyright (c) 2019 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 "CMesh.h"
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#include "Entity/IEntityData.h"
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#include "RenderMesh/CJointData.h"
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#define GPU_BONES_COUNT 64
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namespace
Skylicht
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{
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class
SKYLICHT_API CSkinnedMesh :
public
CMesh
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{
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public
:
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struct
SJoint
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{
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// bindPoseMatrix = joint.globalInversedMatrix * mesh.BindShapeMatrix (collada loader)
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core::matrix4
BindPoseMatrix;
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// pointer to gpu skinning matrix
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f32
* SkinningMatrix;
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// Entity index, that have JointData
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int
EntityIndex;
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// Link to joint transform
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CJointData
* JointData;
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std::string Name;
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SJoint()
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{
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EntityIndex = -1;
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JointData = NULL;
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SkinningMatrix = NULL;
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}
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};
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public
:
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core::array<SJoint>
Joints;
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// this matrix will push to GPU
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f32
* SkinningMatrix;
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public
:
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CSkinnedMesh();
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virtual
~CSkinnedMesh();
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virtual
CMesh* clone();
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};
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}
Skylicht::CJointData
Definition
CJointData.h:32
irr::core::array
Self reallocating template array (like stl vector) with additional features.
Definition
irrArray.h:23
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::f32
float f32
32 bit floating point variable.
Definition
irrTypes.h:104
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