SkeletalMesh class.
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#include <SkeletalMesh.h>
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| SkeletalMesh (std::shared_ptr< VertexBuffer > vertexBuffer, std::shared_ptr< IndexBuffer > indexBuffer, const std::string &meshName="NoName") |
| A constructor.
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virtual void | ProcessMesh (aiMesh *meshToProcess) override |
| To be written appropriately.
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| Mesh (std::shared_ptr< VertexBuffer > vertexBuffer, std::shared_ptr< IndexBuffer > indexBuffer, const std::string &meshName="NoName", MeshType mType=MeshType::Mesh) |
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| Mesh (const std::string &filePath) |
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void | ProcessNode (aiNode *nodeToProcess, const aiScene *theScene) |
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std::shared_ptr< VertexBuffer > | GetVertexBuffer () const |
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std::shared_ptr< IndexBuffer > | GetIndexBuffer () const |
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void | SetVertexBuffer (std::shared_ptr< VertexBuffer > vBuffer) |
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void | SetIndexBuffer (std::shared_ptr< IndexBuffer > iBuffer) |
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static std::shared_ptr< Mesh > | ProcessTheRawMesh (aiMesh *meshToProcess, const std::string &mName="NoName") |
| Generate a layout (BufferLayout) for the supplied mesh.
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static void | DealVertexIndexBufferData (float *&vertexData, uint32_t &vertexDataSize, uint32_t *&indexData, uint32_t &indexDataLength, aiMesh *meshToProcess, BufferLayout &buffLayout) |
| Routine for gauging the vertexbuffer data.
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static void | GaugeVertexDataLayout (aiMesh *meshToProcess, BufferLayout &buffLayout) |
| Routine for extracting the format (BufferLayout) of vertexbuffer.
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static float | LayoutElementToAttributeValue (unsigned int vertexNumber, uint32_t counter, aiMesh *meshToProcess, const BufferElement &layoutElem) |
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static void | InitializeAttributeDictionary () |
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std::shared_ptr< VertexBuffer > | m_VertexBuffer |
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std::shared_ptr< IndexBuffer > | m_IndexBuffer |
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std::string | m_MeshName |
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MeshType | m_MeshType |
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static std::shared_ptr< std::unordered_map< std::string, MeshAttribute > > | m_NameToAttributeDictionary = std::make_shared<std::unordered_map<std::string, MeshAttribute>>() |
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◆ SkeletalMesh()
Karma::SkeletalMesh::SkeletalMesh |
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std::shared_ptr< VertexBuffer > | vertexBuffer, |
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std::shared_ptr< IndexBuffer > | indexBuffer, |
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const std::string & | meshName = "NoName" ) |
A constructor.
- Parameters
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vertexBuffer | Path to vertex shader (filename included). For instance "../Resources/Shaders/shader.vert", relative to Engine's running directory |
indexBuffer | Path to indexBuffer |
meshName | Name of the mesh (m_MeshName) |
- Since
- Karma 1.0.0
◆ ProcessMesh()
void Karma::SkeletalMesh::ProcessMesh |
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aiMesh * | meshToProcess | ) |
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overridevirtual |
To be written appropriately.
- Since
- Karma 1.0.0
Reimplemented from Karma::Mesh.
The documentation for this class was generated from the following files:
- Karma/src/Karma/Renderer/SkeletalMesh.h
- Karma/src/Karma/Renderer/SkeletalMesh.cpp