📄 wmlskincontroller.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLSKINCONTROLLER_H
#define WMLSKINCONTROLLER_H
#include "WmlController.h"
#include "WmlGeometry.h"
#include "WmlNode.h"
namespace Wml
{
class WML_ITEM SkinController : public Controller
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
SkinController ();
virtual ~SkinController ();
// Bone nodes. The first bone in the array must be the root bone. The
// skin controller needs access to its parent (if any) for setting the
// trimesh object's local transforms.
int& BoneQuantity ();
Node**& Bones ();
// Skin vertices. The relationship between vertices and bones is
// contained in this information.
class WML_ITEM SkinVertex
{
public:
int m_iIndex;
float m_fWeight;
Vector3f m_kOffset;
};
int*& SkinVertexQuantities ();
SkinVertex**& SkinVertices ();
virtual bool Update (float fAppTime);
protected:
int m_iBoneQuantity;
Node** m_apkBone; // Node*[bone_quantity]
int* m_aiSkinVertexQuantity; // int[bone_quantity]
// skinvert[bone_quantity][skinvertquan[i]], 0 <= i < bone_quantity
SkinVertex** m_aakSkinVertex;
};
WmlSmartPointer(SkinController);
WmlRegisterStream(SkinController);
#include "WmlSkinController.inl"
}
#endif
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