5 #include "ParaXModel/ParaXModel.h" 45 vector <Vector3> m_vertices;
46 vector <Vector3> m_normals;
47 vector <Vector2> m_UVs;
48 vector <uint32> m_vertexWeights;
49 vector <uint32> m_boneIndices;
54 void UpdateCenterPos();
105 typedef std::vector<CFaceGroupInstance> FaceGroups_Type;
114 void Sort(
const Vector3& vCameraPos);
126 bool IsEmpty() {
return m_sortedFaceGroups.empty();};
129 FaceGroups_Type m_sortedFaceGroups;
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
float m_fAlpha
the alpha value in [0,1]
Definition: SortedFaceGroups.h:86
Matrix4 m_transform
transform of the face group instance.
Definition: SortedFaceGroups.h:72
different physics engine has different winding order.
Definition: EventBinding.h:32
bool IsEmpty()
check if empty.
Definition: SortedFaceGroups.h:126
float m_fToCameraDistSq
distance square to camera.
Definition: SortedFaceGroups.h:69
a single animated bone, it contains both the bone instance data and all animation data of the bone...
Definition: ParaXBone.h:15
face group is similar to render pass in ParaXModel, or sub mesh in StaticMesh.
Definition: SortedFaceGroups.h:19
CFaceGroup * m_facegroup
pointer to the data of the face group.
Definition: SortedFaceGroups.h:83
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
Standard 2-dimensional vector.
Definition: ParaVector2.h:16
bool IsSorted()
whether faces is sorted from back to front.
Definition: SortedFaceGroups.h:117
an instance of the face group: it contains the face group static data, and per-instance data...
Definition: SortedFaceGroups.h:62
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
Definition: RenderCore.h:50
Vector2 m_vUVOffset
in case there is an UV animation applied to this face group.
Definition: SortedFaceGroups.h:76
This class provides sorting and rendering of translucent face groups.
Definition: SortedFaceGroups.h:102