26 #ifndef __MESH_TOOLS_H
27 #define __MESH_TOOLS_H
32 NEO_ENGINE_EXPORT
bool animateFloat(Key * keys,
unsigned int keysNumber,
float t,
float * value);
33 NEO_ENGINE_EXPORT
bool animateVector2(Key * keys,
unsigned int keysNumber,
float t, Vector2 * vector2);
34 NEO_ENGINE_EXPORT
bool animateVector3(Key * keys,
unsigned int keysNumber,
float t, Vector3 * vector3);
35 NEO_ENGINE_EXPORT
bool animateQuaternion(Key * keys,
unsigned int keysNumber,
float t, Quaternion * quaternion);
39 ArmatureAnim * armatureAnim,
45 TexturesAnim * texturesAnim,
51 MaterialsAnim * materialsAnim,
58 const Vector3 * baseVertices,
59 const Vector3 * baseNormals,
60 const Vector3 * baseTangents,
67 const Vector3 & origin,
71 const Vector3 * vertices,
76 const Vector3 & origin,
80 const Vector3 * vertices,
82 Vector3 * intersection,
83 bool invertNormal =
false
NEO_ENGINE_EXPORT void animateTextures(Mesh *mesh, TexturesAnim *texturesAnim, float t)
NEO_ENGINE_EXPORT void computeSkinning(Armature *armature, SkinData *skinData, const Vector3 *baseVertices, const Vector3 *baseNormals, const Vector3 *baseTangents, Vector3 *vertices, Vector3 *normals, Vector3 *tangents)
NEO_ENGINE_EXPORT bool animateFloat(Key *keys, unsigned int keysNumber, float t, float *value)
NEO_ENGINE_EXPORT bool animateVector3(Key *keys, unsigned int keysNumber, float t, Vector3 *vector3)
NEO_ENGINE_EXPORT bool isRaytraced(const Vector3 &origin, const Vector3 &dest, const void *indices, VAR_TYPES indicesType, const Vector3 *vertices, unsigned int size)
NEO_ENGINE_EXPORT bool animateVector2(Key *keys, unsigned int keysNumber, float t, Vector2 *vector2)
NEO_ENGINE_EXPORT void animateArmature(Armature *armature, ArmatureAnim *armatureAnim, float t)
NEO_ENGINE_EXPORT bool animateQuaternion(Key *keys, unsigned int keysNumber, float t, Quaternion *quaternion)
NEO_ENGINE_EXPORT void animateMaterials(Mesh *mesh, MaterialsAnim *materialsAnim, float t)
VAR_TYPES
Definition: RenderingContext.h:140
NEO_ENGINE_EXPORT bool getNearestRaytracedPosition(const Vector3 &origin, const Vector3 &dest, const void *indices, VAR_TYPES indicesType, const Vector3 *vertices, unsigned int size, Vector3 *intersection, bool invertNormal=false)