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gameplay::MeshSkin Class Reference

#include <MeshSkin.h>

Inheritance diagram for gameplay::MeshSkin:
gameplay::Transform::Listener

List of all members.

Public Member Functions

const MatrixgetBindShape () const
void setBindShape (const float *matrix)
unsigned int getJointCount () const
JointgetJoint (unsigned int index) const
JointgetJoint (const char *id) const
JointgetRootJoint () const
void setRootJoint (Joint *joint)
int getJointIndex (Joint *joint) const
Vector4getMatrixPalette () const
unsigned int getMatrixPaletteSize () const
ModelgetModel () const
void transformChanged (Transform *transform, long cookie)

Detailed Description

Defines the skin for a mesh.

A skin is used to support skinning otherwise known as vertex blending. This allows for a Model's mesh to support a skeleton on joints that will influence the vertex position and which the joints can be animated.


Member Function Documentation

Returns the bind shape matrix.

Returns:
The bind shape matrix.
Joint* gameplay::MeshSkin::getJoint ( unsigned int  index) const

Returns the joint at the given index.

Parameters:
indexThe index.
Returns:
The joint.
Joint* gameplay::MeshSkin::getJoint ( const char *  id) const

Returns the joint with the given ID.

Parameters:
idThe ID of the joint to search for.
Returns:
The joint, or NULL if not found.
unsigned int gameplay::MeshSkin::getJointCount ( ) const

Returns the number of joints in this MeshSkin.

int gameplay::MeshSkin::getJointIndex ( Joint joint) const

Returns the index of the specified joint in this MeshSkin.

Returns:
The index of the joint in this MeshSkin, or -1 if the joint does not belong to this MeshSkin.

Returns the pointer to the Vector4 array for the purpose of binding to a shader.

Returns:
The pointer to the matrix palette.

Returns the number of elements in the matrix palette array. Each element is a Vector4* that represents a row. Each matrix palette is represented by 3 rows of Vector4.

Returns:
The matrix palette size.

Returns our parent Model.

Returns the root most joint for this MeshSkin.

Returns:
The root joint.
void gameplay::MeshSkin::setBindShape ( const float *  matrix)

Sets the bind shape of this skin.

Parameters:
matrixAn array of 16 floats.

Sets the root joint for this MeshSkin.

The specified Joint must belong to the joint list for this MeshSkin.

Parameters:
jointThe root joint.
void gameplay::MeshSkin::transformChanged ( Transform transform,
long  cookie 
) [virtual]

Handles transform change events for joints.

Implements gameplay::Transform::Listener.

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