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nvsg::Skin Struct Reference

Internal helper class for SkinnedTriangles. More...

#include <SkinnedTriangles.h>

Collaboration diagram for nvsg::Skin:

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List of all members.

Public Attributes

std::vector< Bonem_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...


Detailed Description

Internal helper class for SkinnedTriangles.

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.


Member Data Documentation

std::vector<Bone> nvsg::Skin::m_bones
 

vector of "Bones" from wich a vertex and a normal is calculated.

nvmath::Vec3f nvsg::Skin::m_normal
 

current normal, calculated from the vector of "Bones".

nvmath::Vec3f nvsg::Skin::m_vertex
 

current vertex, calculated from the vector of "Bones".


The documentation for this struct was generated from the following file:
Generated on Tue Mar 1 13:20:32 2005 for NVSGSDK by NVIDIA