Skeleton is for animating mesh with bones. More...
#include <kanzi/core.ui/platform/graphics_backend/gl/mesh.hpp>
Public Attributes | |
Matrix4x4 | bindShapeMatrix |
Bind shape matrix used for mesh skinning. More... | |
vector< BoneSharedPtr > | bones |
Array of bones. More... | |
Matrix4x4 | inverseRootTransform |
Inverse transform for the skeleton root. More... | |
Box | originalBoundingBox |
Original bounding volume of the mesh. More... | |
Skeleton is for animating mesh with bones.
Bone animation uses shader based matrix palette skinning.
vector<BoneSharedPtr> kanzi::Mesh::Skeleton::bones |
Array of bones.
Matrix4x4 kanzi::Mesh::Skeleton::bindShapeMatrix |
Bind shape matrix used for mesh skinning.
Matrix4x4 kanzi::Mesh::Skeleton::inverseRootTransform |
Inverse transform for the skeleton root.
Calculated during scene extract.
Box kanzi::Mesh::Skeleton::originalBoundingBox |
Original bounding volume of the mesh.