Interface for using some special functions of Skinned meshes. More...
#include <ISkinnedMesh.h>
 Inheritance diagram for irr::scene::ISkinnedMesh:
 Inheritance diagram for irr::scene::ISkinnedMesh:Interface for using some special functions of Skinned meshes.
Definition at line 32 of file ISkinnedMesh.h.
Adds a new joint to the mesh, access it as last one.
| virtual SSkinMeshBuffer* irr::scene::ISkinnedMesh::addMeshBuffer | ( | ) |  [pure virtual] | 
Adds a new meshbuffer to the mesh, access it as last one.
| virtual SPositionKey* irr::scene::ISkinnedMesh::addPositionKey | ( | SJoint * | joint | ) |  [pure virtual] | 
Adds a new position key to the mesh, access it as last one.
| virtual SRotationKey* irr::scene::ISkinnedMesh::addRotationKey | ( | SJoint * | joint | ) |  [pure virtual] | 
Adds a new rotation key to the mesh, access it as last one.
Adds a new scale key to the mesh, access it as last one.
Adds a new weight to the mesh, access it as last one.
Animates this mesh's joints based on frame input.
| virtual void irr::scene::ISkinnedMesh::convertMeshToTangents | ( | ) |  [pure virtual] | 
converts the vertex type of all meshbuffers to tangents.
E.g. used for bump mapping.
| virtual void irr::scene::ISkinnedMesh::finalize | ( | ) |  [pure virtual] | 
loaders should call this after populating the mesh
| virtual core::array<SJoint*>& irr::scene::ISkinnedMesh::getAllJoints | ( | ) |  [pure virtual] | 
exposed for loaders: joints list
| virtual const core::array<SJoint*>& irr::scene::ISkinnedMesh::getAllJoints | ( | ) | const  [pure virtual] | 
exposed for loaders: joints list
| virtual u32 irr::scene::ISkinnedMesh::getJointCount | ( | ) | const  [pure virtual] | 
Gets joint count.
Gets the name of a joint.
| number,: | Zero based index of joint. The last joint has the number getJointCount()-1; | 
Gets a joint number from its name.
| name,: | Name of the joint. | 
| virtual core::array<SSkinMeshBuffer*>& irr::scene::ISkinnedMesh::getMeshBuffers | ( | ) |  [pure virtual] | 
exposed for loaders: to add mesh buffers
| virtual bool irr::scene::ISkinnedMesh::isStatic | ( | ) |  [pure virtual] | 
Check if the mesh is non-animated.
| virtual bool irr::scene::ISkinnedMesh::setHardwareSkinning | ( | bool | on | ) |  [pure virtual] | 
Allows to enable hardware skinning.
| virtual void irr::scene::ISkinnedMesh::setInterpolationMode | ( | E_INTERPOLATION_MODE | mode | ) |  [pure virtual] | 
Sets Interpolation Mode.
| virtual void irr::scene::ISkinnedMesh::skinMesh | ( | ) |  [pure virtual] | 
Preforms a software skin on this mesh based of joint positions.
| virtual void irr::scene::ISkinnedMesh::updateNormalsWhenAnimating | ( | bool | on | ) |  [pure virtual] | 
Update Normals when Animating.
| on | If false don't animate, which is faster. Else update normals, which allows for proper lighting of animated meshes. | 
| virtual bool irr::scene::ISkinnedMesh::useAnimationFrom | ( | const ISkinnedMesh * | mesh | ) |  [pure virtual] | 
Use animation from another mesh.
The animation is linked (not copied) based on joint names so make sure they are unique.