#include <SkinnedTriangles.h>
Collaboration diagram for nvsg::Skin:
Public Attributes | |
std::vector< Bone > | m_bones |
vector of "Bones" from wich a vertex and a normal is calculated. More... | |
nvmath::Vec3f | m_normal |
current normal, calculated from the vector of "Bones". More... | |
nvmath::Vec3f | m_vertex |
current vertex, calculated from the vector of "Bones". More... |
Instead of the vertices and normals from Triangles, SkinnedTriangles use a special construction that has a vector of "Bones" per vertex, from which the vertices and normals are calculated. This calculation depends on the animation step.
The vertex and the normal of a Skin are starting values, that are calculated out of the first animation step of each bone, together with their offset and weight. These values are used as starting values on the following animation steps.
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vector of "Bones" from wich a vertex and a normal is calculated.
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current normal, calculated from the vector of "Bones".
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current vertex, calculated from the vector of "Bones".
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