Cocos2d-x  v4
MeshSkin Class Reference

MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...

Inherits Ref.

Public Member Functions

ssize_t getBoneCount () const
 get total bone count, skin bone + node bone
 
Bone3D * getBoneByIndex (unsigned int index) const
 get bone
 
int getBoneIndex (Bone3D *bone) const
 get bone index
 
Vec4 * getMatrixPalette ()
 compute matrix palette used by gpu skin
 
ssize_t getMatrixPaletteSize () const
 getSkinBoneCount() * 3
 
ssize_t getMatrixPaletteSizeInBytes () const
 getSkinBoneCount() * 3 * sizeof(Vec4)
 
Bone3D * getRootBone () const
 get root bone of the skin
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Ref * autorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

static MeshSkin * create (Skeleton3D *skeleton, const std::string &filename, const std::string &name)
 create a new meshskin if do not want to share meshskin
 

Protected Member Functions

void removeAllBones ()
 remove all bones
 
void addSkinBone (Bone3D *bone)
 add skin bone
 
const Mat4 & getInvBindPose (const Bone3D *bone)
 get inverse bind pose
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 

Detailed Description

MeshSkin, A class maintain a collection of bones that affect Mesh vertex.

And it is responsible for computing matrix palettes that used by skin mesh rendering. @js NA @lua NA


The documentation for this class was generated from the following file: