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📄 mgcskincontroller.h

📁 3D Game Engine Design Source Code非常棒
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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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