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Per-frame pose state for a Skeleton. More...
#include <Pose.h>
Collaboration diagram for mnd::Pose:Public Attributes | |
| std::vector< glm::mat4 > | localTransforms |
| Animated TRS per bone (parent-relative). | |
| std::vector< glm::mat4 > | finalPalette |
| Skinning matrices: globalPose * offsetMatrix. | |
Per-frame pose state for a Skeleton.
localTransforms[i] is bone i's TRS relative to its parent for the current playback time. finalPalette[i] is the matrix actually uploaded as uBones[i] to the skinned vertex shader: it transforms a vertex from mesh-bind space into mesh-posed space.
| std::vector<glm::mat4> mnd::Pose::finalPalette |
Skinning matrices: globalPose * offsetMatrix.
Definition at line 32 of file Pose.h.
Referenced by mnd::ComputePalette(), mnd::ResetPoseToBind(), and mnd::AnimationComponent::Update().
| std::vector<glm::mat4> mnd::Pose::localTransforms |
Animated TRS per bone (parent-relative).
Definition at line 31 of file Pose.h.
Referenced by mnd::ComputePalette(), mnd::EvaluatePose(), and mnd::ResetPoseToBind().