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void | setNBones (int nBones) |
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int | getNBones () |
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void | setVerticesWeight (vector< vector< float >> weights) |
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void | setInitialPosition (vector< glm::mat4 > initialPos) |
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| Mesh () |
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| Mesh (float *indices, float *normalPoints, float *uv, unsigned int *triangles, int nPoints, int nTriangles) |
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| Mesh (vector< MeshVertex > vertex, vector< unsigned short > triangles) |
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| Mesh (vector< glm::vec3 > vertices, vector< int > usedIndex, vector< int > usedTris) |
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virtual | ~Mesh () |
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void | setScaleFactor (float f) |
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float | getScaleFactor () |
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glm::vec3 | getBoundsMin () |
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glm::vec3 | getBoundsMax () |
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glm::vec3 | getAverageCenter () |
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float | getVertexArrayID () |
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float | getVertexBuffer () |
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float | getTrianglesBuffer () |
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int | getTrianglesCount () |
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int | getVerticesCount () |
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void | addVertex (glm::vec3 position, glm::vec2 uv, glm::vec3 normal) |
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void | addTriangle (int vertexIndex) |
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void | setVertices (vector< MeshVertex > meshVertices) |
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void | setTriangles (vector< unsigned short > triangles) |
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void | createBuffers () |
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void | calculateBounds () |
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vector< glm::vec3 > | getNonDuplicateMeshVertex () |
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| Asset () |
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virtual | ~Asset () |
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void | setAssetID (unsigned int newAssetID) |
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unsigned int | getAssetID () const |
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string | getPath () |
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void | setPath (string newPath) |
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void | setName (string name) |
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string | getName () |
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void | setCRC (int crc) |
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int | setCRC () |
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void SkinnedMesh::setVerticesWeight |
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vector< vector< float >> |
weights | ) |
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Adds a new vertex to the mesh
The documentation for this class was generated from the following files:
- /Users/guilherme_cunha/Dev/GITHUB/GUInity/Source/SkinnedMesh.hpp
- /Users/guilherme_cunha/Dev/GITHUB/GUInity/Source/SkinnedMesh.cpp