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ezEngine Release 26.3
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Manages the skinning state for an animated mesh. More...
#include <SkinnedMeshRenderData.h>
Public Member Functions | |
| void | Clear () |
| ezArrayPtr< ezShaderTransform > | GetOrCreateBoneTransformsForWriting (ezComponent &ref_ownerComponent, ezUInt32 uiNumBones) |
| Returns a writable array of bone transforms, allocating or reallocating the buffer as needed. Note that existing data is lost on reallocation. | |
| ezArrayPtr< const ezShaderTransform > | GetBoneTransformsForReading () const |
| bool | HasBoneTransforms () const |
Public Attributes | |
| ezCustomInstanceDataOffset | m_DataOffset |
| ezUInt32 | m_uiNumBones = 0 |
| ezWorld * | m_pWorld = nullptr |
Manages the skinning state for an animated mesh.
Wraps around the ezRenderDataManager functions to manage skinning data for skinned meshes.