12 #include "framework\Frm_Mesh.h"
13 #include "GL\Screen_GL.h"
32 Object3D(
void):_Skeletton(0), _SkinnedVertices(0), _Model(0){};
33 ~Object3D(
void){
if (_SkinnedVertices!=0)
delete[] _SkinnedVertices; }
36 _Mesh = _Model->
_Meshes.front();
38 _Skeletton = ReplicateSkeletton(_Model->
_Skeletton);
49 inline void Update(
void){CalcAttitude(_Skeletton,0);SkinMesh(_Skeletton);};
Definition: Frm_Mesh.h:24
glMatrix _MatrixPos
Definition: Frm_Mesh.h:31
Definition: Frm_Mesh.h:27
uint16 _nVertices
Definition: Frm_Mesh.h:46
Definition: Frm_Mesh.h:68
std::list< Mesh * > _Meshes
Definition: Frm_Mesh.h:74
Bone * _Skeletton
Definition: Frm_Mesh.h:92
void Identity(void)
Definition: Frm_3DMath.h:86
Definition: Object3D_GL.h:16
void ComputeBoundingBoxSphere(void)
Definition: Object3D_GL.cpp:37
Frm::Vertex _Center
Definition: Object3D_GL.h:37
Frm::Vertex _High
Definition: Object3D_GL.h:37
void ClearSkinnedVertices(void)
Definition: Object3D_GL.h:44
void Update(void)
Definition: Object3D_GL.h:31
float _Radius
Definition: Object3D_GL.h:38
~Object3D(void)
Definition: Object3D_GL.h:33
void SetupModel(Frm::Model3D *&pModel)
Definition: Object3D_GL.h:34
void Draw(Screen_GL *pScreen)
Frm::Vertex _Low
Definition: Object3D_GL.h:37
Object3D(void)
Definition: Object3D_GL.h:32
void CalcBindSpace(void)
Definition: Object3D_GL.h:48
void UpdateBindSpace(void)
Definition: Object3D_GL.h:47
Definition: Object3D_GL.h:15
std::list< ObjectBone * > _Bones
Definition: Object3D_GL.h:26
void CalcBindSpace(void)
Definition: Object3D_GL.h:21
void CalcAttitude(ObjectBone *&pParentBone)
Definition: Object3D_GL.cpp:17
~ObjectBone(void)
Definition: Object3D_GL.cpp:12
ObjectBone(void)
Definition: Object3D_GL.h:17
Frm::Bone * _Bone
Definition: Object3D_GL.h:21
Frm::glMatrix _FinalMatrix
Definition: Object3D_GL.h:24
std::string _BoneName
Definition: Object3D_GL.h:25
Frm::glMatrix _TransformMatrix
Definition: Object3D_GL.h:24
Frm::glMatrix _CombinedMatrix
Definition: Object3D_GL.h:24
Definition: Screen_GL.h:15