KarmaEngine
Game Engine for practical learning and research purposes
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SkeletalMesh.h
Go to the documentation of this file.
1
10#pragma once
11
12#include "krpch.h"
13
14#include "Mesh.h"
15
16namespace Karma
17{
21 struct BoneInfo
22 {
26 int m_Id;
27
31 glm::mat4 m_ModelToBoneTransform; // corresponds to u_FinalBonesMatrices in the vertex shader
32 };
33
37 class KARMA_API SkeletalMesh : public Mesh
38 {
39 public:
50 SkeletalMesh(std::shared_ptr<VertexBuffer> vertexBuffer, std::shared_ptr<IndexBuffer> indexBuffer, const std::string& meshName = "NoName");
51
57 virtual void ProcessMesh(aiMesh* meshToProcess) override;
58 };
59}
#define KARMA_API
Defining Karma's API macro for storage class information.
Definition Core.h:41
This file contains the class Mesh and relevant data structures.
virtual void ProcessMesh(aiMesh *meshToProcess) override
To be written appropriately.
Definition SkeletalMesh.cpp:10
SkeletalMesh(std::shared_ptr< VertexBuffer > vertexBuffer, std::shared_ptr< IndexBuffer > indexBuffer, const std::string &meshName="NoName")
A constructor.
Definition SkeletalMesh.cpp:5
A structure of bone information used to identify in SkeletalMesh.
Definition SkeletalMesh.h:22
int m_Id
The index in u_FinalBonesMatrices.
Definition SkeletalMesh.h:26
glm::mat4 m_ModelToBoneTransform
The matrix transformation of vertices from model space to bone space.
Definition SkeletalMesh.h:31