cocos2d-x
3.3
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MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
#include <CCMeshSkin.h>
Public Member Functions | |
ssize_t | getBoneCount () const |
get total bone count, skin bone + node bone More... | |
Bone3D * | getBoneByIndex (unsigned int index) const |
get bone More... | |
Bone3D * | getBoneByName (const std::string &id) const |
int | getBoneIndex (Bone3D *bone) const |
get bone index More... | |
Vec4 * | getMatrixPalette () |
compute matrix palette used by gpu skin More... | |
ssize_t | getMatrixPaletteSize () const |
getSkinBoneCount() * 3 More... | |
Bone3D * | getRootBone () const |
get root bone of the skin More... | |
~MeshSkin () | |
void | removeAllBones () |
remove all bones More... | |
void | addSkinBone (Bone3D *bone) |
add skin bone More... | |
const Mat4 & | getInvBindPose (const Bone3D *bone) |
get inverse bind pose More... | |
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void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
NA NA More... | |
Static Public Member Functions | |
static MeshSkin * | create (Skeleton3D *skeleton, const std::string &filename, const std::string &name) |
create a new meshskin if do not want to share meshskin More... | |
static MeshSkin * | create (Skeleton3D *skeleton, const std::vector< std::string > &boneNames, const std::vector< Mat4 > &invBindPose) |
Public Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: MeshSkin() |
Protected Attributes | |
Vector< Bone3D * > | _skinBones |
std::vector< Mat4 > | _invBindPoses |
Bone3D * | _rootBone |
Skeleton3D * | _skeleton |
Vec4 * | _matrixPalette |
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unsigned int | _referenceCount |
count of references More... | |
Friends | |
class | Mesh |
Additional Inherited Members | |
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Ref () | |
Constructor. More... | |
MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
And it is responsible for computing matrix palletes that used by skin mesh rendering.
~MeshSkin | ( | ) |
void addSkinBone | ( | Bone3D * | bone | ) |
add skin bone
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create a new meshskin if do not want to share meshskin
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static |
Bone3D* getBoneByIndex | ( | unsigned int | index | ) | const |
get bone
Bone3D* getBoneByName | ( | const std::string & | id | ) | const |
ssize_t getBoneCount | ( | ) | const |
get total bone count, skin bone + node bone
int getBoneIndex | ( | Bone3D * | bone | ) | const |
get bone index
Vec4* getMatrixPalette | ( | ) |
compute matrix palette used by gpu skin
ssize_t getMatrixPaletteSize | ( | ) | const |
getSkinBoneCount() * 3
Bone3D* getRootBone | ( | ) | const |
get root bone of the skin
void removeAllBones | ( | ) |
remove all bones
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friend |
CC_CONSTRUCTOR_ACCESS __pad0__ |
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