📄 mgcskincontroller.h
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement. The various license agreements may be found at
// the Magic Software web site. This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf
#ifndef MGCSKINCONTROLLER_H
#define MGCSKINCONTROLLER_H
#include "MgcController.h"
#include "MgcVector3.h"
class MgcGeometry;
class MgcNode;
class MgcSkinController : public MgcController
{
MgcDeclareRTTI;
MgcDeclareStream;
public:
MgcSkinController (MgcGeometry* pkObject = 0);
virtual ~MgcSkinController ();
virtual bool Update (MgcReal fAppTime);
// 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.
unsigned int& BoneQuantity ();
MgcNode**& Bones ();
// Skin vertices. The relationship between vertices and bones is
// contained in this information.
class SkinVertex
{
public:
unsigned int m_uiIndex;
MgcReal m_fWeight;
MgcVector3 m_kOffset;
};
unsigned int*& SkinVertexQuantities ();
SkinVertex**& SkinVertices ();
protected:
unsigned int m_uiBoneQuantity;
MgcNode** m_apkBone;
unsigned int* m_auiSkinVertexQuantity;
SkinVertex** m_aakSkinVertex;
};
MgcSmartPointer(MgcSkinController);
MgcRegisterStream(MgcSkinController);
#include "MgcSkinController.inl"
#endif
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