TSSkinMesh

Engine/source/ts/tsMesh.h

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Classes:

Public Types

Parent 

Public Attributes

Structure containing data needed to batch skinning.

vectors that define the vertex, weight, bone tuples

Public Static Attributes

variables used during assembly (for skipping mesh detail levels on load and for sharing verts between meshes)

Public Functions

assemble(bool skip)

persist methods...

bool

returns false if not convex (still builds planes)

bool
buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
bool
castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList * materials)
computeBounds(const MatrixF & transform, Box3F & bounds, S32 frame, Point3F * center, F32 * radius)

This method will build the batch operations and prepare the BatchData for use.

render(TSMaterialList * , const TSRenderState & data, bool isSkinDirty, const Vector< MatrixF > & transforms, TSVertexBufferHandle & vertexBuffer, GFXPrimitiveBufferHandle & primitiveBuffer)

This is used by sgShadowProjector to render the mesh directly, skipping the render manager.

updateSkin(const Vector< MatrixF > & transforms, TSVertexBufferHandle & instanceVB, GFXPrimitiveBufferHandle & instancePB)

set verts and normals...

Detailed Description

Public Types

typedef TSMesh Parent 

Public Attributes

BatchData batchData 

Structure containing data needed to batch skinning.

bool batchDataInitialized 
Vector< S32 > boneIndex 
Vector< S32 > vertexIndex 
Vector< F32 > weight 

vectors that define the vertex, weight, bone tuples

Public Static Attributes

Vector< S32 * > smBoneIndexList 
Vector< MatrixF * > smInitTransformList 

variables used during assembly (for skipping mesh detail levels on load and for sharing verts between meshes)

Vector< S32 * > smNodeIndexList 
Vector< S32 * > smVertexIndexList 
Vector< F32 * > smWeightList 

Public Functions

TSSkinMesh()

assemble(bool skip)

Reimplemented from: TSMesh

buildConvexHull()

Reimplemented from: TSMesh

buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)

Reimplemented from: TSMesh

castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList * materials)

Reimplemented from: TSMesh

computeBounds(const MatrixF & transform, Box3F & bounds, S32 frame, Point3F * center, F32 * radius)

Reimplemented from: TSMesh

convertToAlignedMeshData()

Reimplemented from: TSMesh

createBatchData()

This method will build the batch operations and prepare the BatchData for use.

disassemble()

Reimplemented from: TSMesh

render(TSMaterialList * , const TSRenderState & data, bool isSkinDirty, const Vector< MatrixF > & transforms, TSVertexBufferHandle & vertexBuffer, GFXPrimitiveBufferHandle & primitiveBuffer)

Reimplemented from: TSMesh

render(TSVertexBufferHandle & vb, GFXPrimitiveBufferHandle & pb)

Reimplemented from: TSMesh

updateSkin(const Vector< MatrixF > & transforms, TSVertexBufferHandle & instanceVB, GFXPrimitiveBufferHandle & instancePB)

set verts and normals...