7#include <glm/gtc/quaternion.hpp>
20 const std::shared_ptr<SceneNode> &node,
53 void setBoneScale(
const std::string& boneName,
const glm::vec3& scale);
Skeleton definition loaded from glTF skin data.
A component which can be attached as many times to an actor as one wants. It makes it possible to ren...
Actor(std::shared_ptr< SceneNode > sceneNode, Scene *owningScene)
void setBonePosition(const std::string &boneName, const glm::vec3 &position)
Setter.
SkeletalMeshActor(const std::shared_ptr< SceneNode > &node, Scene *owningScene, Asset::Path meshPath)
std::vector< Animation::AnimationEvaluator::JointPose > currentPoses_
int32_t resolveBone(const std::string &boneName) const
glm::quat getBoneRotation(const std::string &boneName) const
Getter.
void setBoneScale(const std::string &boneName, const glm::vec3 &scale)
Setter.
Assets::Skin * getSkin() const
void resetPosesToRest()
Resets all bone poses to their rest positions.
void setBoneRotation(const std::string &boneName, const glm::quat &rotation)
Setter.
void ensurePosesInitialized()
Components::Mesh * meshComponent
glm::vec3 getBoneScale(const std::string &boneName) const
Getter.
void applyBoneTransforms()
Applies current poses to the mesh component.
glm::vec3 getBonePosition(const std::string &boneName) const
Getter.