Skeleton definition loaded from glTF skin data.
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#include <SkinAsset.h>
Skeleton definition loaded from glTF skin data.
Definition at line 27 of file SkinAsset.h.
◆ Skin()
| Engine::Assets::Skin::Skin |
( |
| ) |
|
|
default |
◆ buildNameIndex()
| void Engine::Assets::Skin::buildNameIndex |
( |
| ) |
|
|
inline |
◆ findJointByName()
| int32_t Engine::Assets::Skin::findJointByName |
( |
const std::string & | name | ) |
const |
|
inlinenodiscard |
◆ getBoneCount()
| uint32_t Engine::Assets::Skin::getBoneCount |
( |
| ) |
const |
|
inlinenodiscard |
◆ getJoint()
| const Joint & Engine::Assets::Skin::getJoint |
( |
uint32_t | index | ) |
const |
|
inlinenodiscard |
◆ getJoints()
| const std::vector< Joint > & Engine::Assets::Skin::getJoints |
( |
| ) |
const |
|
inlinenodiscard |
◆ getSkeletonRootIndex()
| int32_t Engine::Assets::Skin::getSkeletonRootIndex |
( |
| ) |
const |
|
inlinenodiscard |
◆ armatureTransform_
| glm::mat4 Engine::Assets::Skin::armatureTransform_ = glm::mat4(1.0f) |
◆ jointNameMap_
| std::unordered_map<std::string, int32_t> Engine::Assets::Skin::jointNameMap_ |
|
private |
◆ joints_
| std::vector<Joint> Engine::Assets::Skin::joints_ |
◆ skeletonRootIndex_
| int32_t Engine::Assets::Skin::skeletonRootIndex_ = -1 |
The documentation for this class was generated from the following file:
- /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Animation/SkinAsset.h