TSSkinMesh Class Reference#include <tsMesh.h>
Inheritance diagram for TSSkinMesh:
[legend]List of all members.
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Public Types |
typedef TSMesh | Parent |
Public Member Functions |
GFXVertexBufferHandle< GFXVertexPNTTB > & | getVertexBuffer () |
void | render (S32 frame, S32 matFrame, TSMaterialList *) |
bool | buildPolyList (S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials) |
bool | castRay (S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials) |
bool | buildConvexHull () |
| returns false if not convex (still builds planes)
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void | computeBounds (MatrixF &transform, Box3F &bounds, S32 frame, Point3F *center, F32 *radius) |
void | assemble (bool skip) |
| persist methods...
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void | disassemble () |
| TSSkinMesh () |
Public Attributes |
FixedVector< F32 > | weight |
| vectors that define the vertex, weight, bone tuples
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FixedVector< S32 > | boneIndex |
FixedVector< S32 > | vertexIndex |
FixedVector< S32 > | nodeIndex |
| vectors indexed by bone number
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FixedVector< MatrixF > | initialTransforms |
FixedVector< Point3F > | initialVerts |
| initial values of verts and normals these get transformed into initial bone space, from there into world space relative to current bone pos, and then weighted by bone weights.
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FixedVector< Point3F > | initialNorms |
Static Public Attributes |
static Vector< MatrixF * > | smInitTransformList |
| variables used during assembly (for skipping mesh detail levels on load and for sharing verts between meshes)
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static Vector< S32 * > | smVertexIndexList |
static Vector< S32 * > | smBoneIndexList |
static Vector< F32 * > | smWeightList |
static Vector< S32 * > | smNodeIndexList |
Private Member Functions |
void | updateSkin () |
| set verts and normals...
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Member Typedef Documentation
Constructor & Destructor Documentation
TSSkinMesh::TSSkinMesh |
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[inline] |
Member Function Documentation
bool TSSkinMesh::buildConvexHull |
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[virtual] |
returns false if not convex (still builds planes)
Reimplemented from TSMesh.
void TSSkinMesh::assemble |
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bool |
skip |
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[virtual] |
persist methods...
Reimplemented from TSMesh.
void TSSkinMesh::disassemble |
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[virtual] |
void TSSkinMesh::updateSkin |
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[private] |
Member Data Documentation
vectors that define the vertex, weight, bone tuples
vectors indexed by bone number
initial values of verts and normals these get transformed into initial bone space, from there into world space relative to current bone pos, and then weighted by bone weights.
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variables used during assembly (for skipping mesh detail levels on load and for sharing verts between meshes)
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