Skin component that associates a mesh with its skin and current skeleton pose. More...
#include <RadientScene.h>
Public Attributes | |
| IRadientSkinAsset * | pSkin = nullptr |
| Skin asset. The scene retains a strong reference. | |
| IRadientSkeletonPose * | pPose = nullptr |
| RadientMatrix4x4 | SkeletonToMeshTransform = {} |
Skin component that associates a mesh with its skin and current skeleton pose.
| IRadientSkeletonPose* Diligent::RadientSkinComponent::pPose = nullptr |
Current skeleton pose. The scene retains a strong reference. The pose and skin must reference the same skeleton.
| RadientMatrix4x4 Diligent::RadientSkinComponent::SkeletonToMeshTransform = {} |
Transforms skeleton-space pose matrices into the local space of the mesh entity. This bind-time transform remains unchanged when the entity moves and is identity when the skeleton and mesh use the same space.