8#include <glm/mat4x4.hpp>
76 void addBlendShape(
const std::string& name,
const std::vector<BlendShapeData>& blendshape_data);
82 void setWeight(
const std::string& name,
const float weight);
94 inline uint32_t getCount() {
return _count; }
95 inline uint32_t getTotalAffectedVerticesCount() {
return _vertices_count; }
99 uint32_t _vertices_count = 0;
100 std::vector<float> _blendshape_raw_data;
102 std::vector<std::string> _names;
103 std::vector<float> _weights;
Axis-aligned bounding box.
Definition aabb.h:13
const std::vector< float > & getAllWeights() const
Definition skin.h:87
std::vector< uint8_t > getPackedData()
size_t getIdFromName(const std::string &name)
BlendShapeManager(size_t count, size_t vertices)
void setWeight(const std::string &name, const float weight)
void addBlendShape(const std::string &name, const std::vector< BlendShapeData > &blendshape_data)
Helpers and classes related to skinned meshes.
Definition skin.h:19
Scene related management (Render-agnostic Geometry, Manger, etc...)
Definition debug.h:19
uint32_t index_t
Definition vertex.h:17
index_t index
Definition skin.h:45
glm::vec3 position
Definition skin.h:48
Skinned mesh bone.
Definition skin.h:24
AABB raw_bounding_box
Definition skin.h:32
Node * node
Definition skin.h:26
glm::mat4 inverse_bind_matrix
Definition skin.h:29
AABB bounding_box
Definition skin.h:35