#include <kanzi/core.ui/graphics3d/gpu_resource.hpp>#include <kanzi/core.ui/domain/domain.hpp>#include <kanzi/core.ui/graphics3d/graphics_enums.hpp>#include <kanzi/core.ui/graphics3d/material.hpp>#include <kanzi/core.ui/node/node3d.hpp>#include <kanzi/core.ui/platform/graphics_backend/gl/gl_buffer_handle.hpp>#include <kanzi/core.ui/platform/graphics_backend/gl/gpu_buffer.hpp>#include <kanzi/core/cpp/platform.hpp>#include <kanzi/core/cpp/string.hpp>#include <kanzi/core/cpp/string_view.hpp>#include <kanzi/core/cpp/unordered_map.hpp>#include <kanzi/core/cpp/vector.hpp>#include <kanzi/core/legacy/wrappers/kzs_memory.hpp>#include <kanzi/core/math/box.hpp>Classes | |
| struct | kanzi::Mesh::Bone |
| Definition of mesh bone that is used for mesh skinning. More... | |
| struct | kanzi::Mesh::Cluster |
| Cluster has a material, primitive type (currently always triangles), and handle for GPU memory buffer where primitive indices are stored. More... | |
| class | kanzi::Mesh::MappedBuffer |
| Mapped buffer is a container for GPU memory that is mapped into CPU memory. More... | |
| class | kanzi::Mesh |
| Mesh stores the geometry data for rendering Model3D nodes. More... | |
| struct | kanzi::Mesh::Skeleton |
| Skeleton is for animating mesh with bones. More... | |
Namespaces | |
| namespace | kanzi |
Typedefs | |
| typedef shared_ptr< const Mesh > | kanzi::MeshConstSharedPtr |
| typedef unordered_map< ShaderProgram *, vector< int > > | kanzi::ShaderProgramToAttributeMapSet |
Functions | |
| void | kanzi::swap (Mesh &mesh1, Mesh &mesh2) |
| void | kanzi::swap (Mesh::Cluster &cluster1, Mesh::Cluster &cluster2) |
| void | kanzi::swap (Mesh::Skeleton &skeleton1, Mesh::Skeleton &skeleton2) |