MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
#include <CCMeshSkin.h>
Public Member Functions | |
| ssize_t | getBoneCount () const |
| get total bone count, skin bone + node bone More... | |
| var | getBoneCount () |
| get total bone count, skin bone + node bone More... | |
| local | getBoneCount () |
| get total bone count, skin bone + node bone More... | |
| Bone3D * | getBoneByIndex (unsigned int index) const |
| get bone More... | |
| local | getBoneByIndex ( local index) |
| get bone More... | |
| Bone3D * | getBoneByName (const std::string &id) const |
| var | getBoneByName ( var id) |
| local | getBoneByName ( local id) |
| Bone3D * | getRootBone () const |
| get & set root bone More... | |
| var | getRootBone () |
| get & set root bone More... | |
| local | getRootBone () |
| get & set root bone More... | |
| void | setRootBone (Bone3D *bone) |
| int | getBoneIndex (Bone3D *bone) const |
| get bone index More... | |
| var | getBoneIndex ( var bone) |
| get bone index More... | |
| local | getBoneIndex ( local bone) |
| get bone index More... | |
| Vec4 * | getMatrixPalette () |
| compute matrix palette used by gpu skin More... | |
| var | getMatrixPalette () |
| compute matrix palette used by gpu skin More... | |
| local | getMatrixPalette () |
| compute matrix palette used by gpu skin More... | |
| ssize_t | getMatrixPaletteSize () const |
| getSkinBoneCount() * 3 More... | |
| var | getMatrixPaletteSize () |
| getSkinBoneCount() * 3 More... | |
| local | getMatrixPaletteSize () |
| getSkinBoneCount() * 3 More... | |
| void | updateBoneMatrix () |
| refresh bone world matrix More... | |
| var | updateBoneMatrix () |
| refresh bone world matrix More... | |
| local | updateBoneMatrix () |
| refresh bone world matrix More... | |
| ~MeshSkin () | |
| bool | initFromSkinData (const SkinData &skindata) |
| init from skin data More... | |
| var | initFromSkinData ( var skindata) |
| init from skin data More... | |
| local | initFromSkinData ( local skindata) |
| init from skin data More... | |
| void | removeAllBones () |
| remove all bones More... | |
| void | addSkinBone (Bone3D *bone) |
| add skin bone More... | |
| var | addSkinBone ( var bone) |
| add skin bone More... | |
| local | addSkinBone ( local bone) |
| add skin bone More... | |
| void | addNodeBone (Bone3D *bone) |
| add Node bone More... | |
| var | addNodeBone ( var bone) |
| add Node bone More... | |
| local | addNodeBone ( local bone) |
| add Node bone More... | |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More... | |
| unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More... | |
| virtual | ~Ref () |
Static Public Member Functions | |
| static MeshSkin * | create (const std::string &filename, const std::string &name) |
| create a new meshskin if do not want to share meshskin More... | |
| var | create ( var filename, var name) |
| create a new meshskin if do not want to share meshskin More... | |
| local | create ( local filename, local name) |
| create a new meshskin if do not want to share meshskin More... | |
Public Attributes | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: MeshSkin() |
Protected Attributes | |
| Vector< Bone3D * > | _skinBones |
| Vector< Bone3D * > | _nodeBones |
| var | _nodeBones |
| local | _nodeBones |
| Bone3D * | _rootBone |
| var | _rootBone |
| local | _rootBone |
| Vec4 * | _matrixPalette |
| var | _matrixPalette |
| local | _matrixPalette |
Protected Attributes inherited from Ref | |
| unsigned int | _referenceCount |
| count of references More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
And it is responsible for computing matrix palletes that used by skin mesh rendering.
| ~MeshSkin | ( | ) |
| var ~MeshSkin | ( | ) |
| local ~MeshSkin | ( | ) |
| var addNodeBone | ( | var | bone | ) |
add Node bone
| local addNodeBone | ( | local | bone | ) |
add Node bone
| void addSkinBone | ( | Bone3D * | bone | ) |
add skin bone
| var addSkinBone | ( | var | bone | ) |
add skin bone
| local addSkinBone | ( | local | bone | ) |
add skin bone
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create a new meshskin if do not want to share meshskin
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create a new meshskin if do not want to share meshskin
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create a new meshskin if do not want to share meshskin
| Bone3D* getBoneByIndex | ( | unsigned int | index | ) | const |
get bone
| var getBoneByIndex | ( | var | index | ) |
get bone
| local getBoneByIndex | ( | local | index | ) |
get bone
| Bone3D* getBoneByName | ( | const std::string & | id | ) | const |
| var getBoneByName | ( | var | id | ) |
| local getBoneByName | ( | local | id | ) |
| ssize_t getBoneCount | ( | ) | const |
get total bone count, skin bone + node bone
| var getBoneCount | ( | ) |
get total bone count, skin bone + node bone
| local getBoneCount | ( | ) |
get total bone count, skin bone + node bone
| int getBoneIndex | ( | Bone3D * | bone | ) | const |
get bone index
| var getBoneIndex | ( | var | bone | ) |
get bone index
| local getBoneIndex | ( | local | bone | ) |
get bone index
| Vec4* getMatrixPalette | ( | ) |
compute matrix palette used by gpu skin
| var getMatrixPalette | ( | ) |
compute matrix palette used by gpu skin
| local getMatrixPalette | ( | ) |
compute matrix palette used by gpu skin
| ssize_t getMatrixPaletteSize | ( | ) | const |
getSkinBoneCount() * 3
| var getMatrixPaletteSize | ( | ) |
getSkinBoneCount() * 3
| local getMatrixPaletteSize | ( | ) |
getSkinBoneCount() * 3
| Bone3D* getRootBone | ( | ) | const |
get & set root bone
| var getRootBone | ( | ) |
get & set root bone
| local getRootBone | ( | ) |
get & set root bone
| bool initFromSkinData | ( | const SkinData & | skindata | ) |
init from skin data
| var initFromSkinData | ( | var | skindata | ) |
init from skin data
| local initFromSkinData | ( | local | skindata | ) |
init from skin data
| void removeAllBones | ( | ) |
remove all bones
| var removeAllBones | ( | ) |
remove all bones
| local removeAllBones | ( | ) |
remove all bones
| void setRootBone | ( | Bone3D * | bone | ) |
| var setRootBone | ( | var | bone | ) |
| local setRootBone | ( | local | bone | ) |
| void updateBoneMatrix | ( | ) |
refresh bone world matrix
| var updateBoneMatrix | ( | ) |
refresh bone world matrix
| local updateBoneMatrix | ( | ) |
refresh bone world matrix
| CC_CONSTRUCTOR_ACCESS __pad0__ |
| var __pad0__ |
| local __pad0__ |
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