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 "Mesh.h"
13
14namespace Karma
15{
19 struct BoneInfo
20 {
24 int m_Id;
25
29 glm::mat4 m_ModelToBoneTransform; // corresponds to u_FinalBonesMatrices in the vertex shader
30 };
31
35 class KARMA_API SkeletalMesh : public Mesh
36 {
37 public:
48 SkeletalMesh(std::shared_ptr<VertexBuffer> vertexBuffer, std::shared_ptr<IndexBuffer> indexBuffer, const std::string& meshName = "NoName");
49
55 virtual void ProcessMesh(aiMesh* meshToProcess) override;
56 };
57}
#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:20
int m_Id
The index in u_FinalBonesMatrices.
Definition SkeletalMesh.h:24
glm::mat4 m_ModelToBoneTransform
The matrix transformation of vertices from model space to bone space.
Definition SkeletalMesh.h:29