Kanzi  3.9.6
Kanzi Engine API
kanzi::Mesh::Skeleton Struct Reference

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< Bonebones
 Array of bones. More...
 
Matrix4x4 inverseRootTransform
 Inverse transform for the skeleton root. More...
 
Box originalBoundingBox
 Original bounding volume of the mesh. More...
 

Detailed Description

Skeleton is for animating mesh with bones.

Bone animation uses shader based matrix palette skinning.

Member Data Documentation

◆ bones

vector<Bone> kanzi::Mesh::Skeleton::bones

Array of bones.

◆ bindShapeMatrix

Matrix4x4 kanzi::Mesh::Skeleton::bindShapeMatrix

Bind shape matrix used for mesh skinning.

◆ inverseRootTransform

Matrix4x4 kanzi::Mesh::Skeleton::inverseRootTransform

Inverse transform for the skeleton root.

Calculated during scene extract.

◆ originalBoundingBox

Box kanzi::Mesh::Skeleton::originalBoundingBox

Original bounding volume of the mesh.


The documentation for this struct was generated from the following file: