#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 | |
nvmath::Vec3f | m_normal |
current normal, calculated from the vector of "Bones" | |
nvmath::Vec3f | m_vertex |
current vertex, calculated from the vector of "Bones" |
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.
|
vector of "Bones" from wich a vertex and a normal is calculated
|
|
current normal, calculated from the vector of "Bones"
|
|
current vertex, calculated from the vector of "Bones"
|