PeriDyno 1.2.1
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dyno::HierarchicalScene Member List

This is the complete list of members for dyno::HierarchicalScene, including all inherited members.

baseId()dyno::Objectstatic
buildTree(std::string &str, const std::vector< std::shared_ptr< ModelObject > > &child, uint level)dyno::HierarchicalSceneinlineprivate
c_skinVerticesAnimation(DArray< Vec3f > &intialVertices, DArray< Vec3f > &Vertices, DArray< Mat4f > &joint_inverseBindMatrix, DArray< Mat4f > &WorldMatrix, DArrayList< int > &point2Vertice, DArray< Vec4f > &bind_joints_0, DArray< Vec4f > &bind_joints_1, DArray< Vec4f > &bind_joints_2, DArray< Vec4f > &weights_0, DArray< Vec4f > &weights_1, DArray< Vec4f > &weights_2, Mat4f transform, bool isNormal, Vec2u range)dyno::HierarchicalScene
cIddyno::Objectprivatestatic
clear()dyno::HierarchicalScene
computeTexMeshVerticesNormal(std::vector< std::shared_ptr< Shape > > &shapes, DArray< Vec3f > &Position, DArray< Vec3f > &Normal, DArray< int > *vertices2Point=nullptr)dyno::HierarchicalScene
coutBoneHierarchial()dyno::HierarchicalScene
coutMatrix(int id, Mat4f c)dyno::HierarchicalSceneinline
createLocalTransform(std::shared_ptr< ModelObject > object)dyno::HierarchicalScene
createObject(std::string name)dyno::Objectstatic
currentTimedyno::HierarchicalSceneprivate
findMaxSmallerIndex(const std::vector< float > &arr, float v)dyno::HierarchicalScene
findMeshIndexByName(std::string name)dyno::HierarchicalScene
findObjectIndexByName(std::string name)dyno::HierarchicalScene
flipNormal(DArray< Vec3f > &Normal)dyno::HierarchicalScene
generateObjectId()dyno::Objectprivatestatic
getBoneIndexByName(std::string name)dyno::HierarchicalScene
getBones()dyno::HierarchicalSceneinline
getClassMap()dyno::Objectstatic
getJointAnimation()dyno::HierarchicalSceneinline
getMeshes()dyno::HierarchicalSceneinline
getObjectByName(std::string name)dyno::HierarchicalScene
getObjectWorldMatrix()dyno::HierarchicalSceneinline
getObjIndexByName(std::string name)dyno::HierarchicalScene
getVectorDataByTime(std::vector< Real > data, std::vector< Real > timeCode, Real time)dyno::HierarchicalScene
getVerticesNormalInBindPose(DArray< Vec3f > &initialNormal, DArray< Mat4f > &joint_inverseBindMatrix, DArray< Mat4f > &WorldMatrix, DArrayList< int > &point2Vertice, DArray< Vec4f > &bind_joints_0, DArray< Vec4f > &bind_joints_1, DArray< Vec4f > &bind_joints_2, DArray< Vec4f > &weights_0, DArray< Vec4f > &weights_1, DArray< Vec4f > &weights_2, Vec2u range)dyno::HierarchicalScene
HierarchicalScene()dyno::HierarchicalScene
iddyno::Objectprivate
lerp(Real v0, Real v1, float weight)dyno::HierarchicalSceneprivate
mBoneInverseBindMatrixdyno::HierarchicalScene
mBoneLocalMatrixdyno::HierarchicalScene
mBoneRotationsdyno::HierarchicalScene
mBonesdyno::HierarchicalScene
mBoneScalesdyno::HierarchicalScene
mBoneTranslationsdyno::HierarchicalScene
mBoneWorldMatrixdyno::HierarchicalScene
minMeshIndex()dyno::HierarchicalScene
mJointAnimationDatadyno::HierarchicalScene
mJointDatadyno::HierarchicalScene
mMeshesdyno::HierarchicalScene
mModelObjectsdyno::HierarchicalScene
mSkinDatadyno::HierarchicalScene
mTimeEnddyno::HierarchicalScene
mTimeStartdyno::HierarchicalScene
Object()dyno::Object
objectId()dyno::Objectinline
pushBackBone(std::shared_ptr< Bone > bone)dyno::HierarchicalScene
pushBackMesh(std::shared_ptr< MeshInfo > mesh)dyno::HierarchicalScene
registerClass(ClassInfo *ci)dyno::Objectstatic
shapeToCenter(DArray< Vec3f > &iniPos, DArray< Vec3f > &finalPos, DArray< uint > &shapeId, DArray< Vec3f > &t)dyno::HierarchicalScene
shapeTransform(DArray< Vec3f > &intialPosition, DArray< Vec3f > &worldPosition, DArray< Vec3f > &intialNormal, DArray< Vec3f > &Normal, DArray< Mat4f > &WorldMatrix, DArray< uint > &vertexId_shape, DArray< int > &shapeId_MeshId)dyno::HierarchicalScene
showJointInfo()dyno::HierarchicalScene
skinAnimation(DArray< Vec3f > &intialPosition, DArray< Vec3f > &worldPosition, DArray< Mat4f > &joint_inverseBindMatrix, DArray< Mat4f > &WorldMatrix, DArray< Vec4f > &bind_joints_0, DArray< Vec4f > &bind_joints_1, DArray< Vec4f > &bind_joints_2, DArray< Vec4f > &weights_0, DArray< Vec4f > &weights_1, DArray< Vec4f > &weights_2, Mat4f transform, bool isNormal, Vec2u range)dyno::HierarchicalScene
skinVerticesAnimation(DArray< Vec3f > &intialVertices, DArray< Vec3f > &Vertices, DArray< Mat4f > &joint_inverseBindMatrix, DArray< Mat4f > &WorldMatrix, DArrayList< int > &point2Vertice, DArray< Vec4f > &bind_joints_0, DArray< Vec4f > &bind_joints_1, DArray< Vec4f > &bind_joints_2, DArray< Vec4f > &weights_0, DArray< Vec4f > &weights_1, DArray< Vec4f > &weights_2, Mat4f transform, bool isNormal, Vec2u range)dyno::HierarchicalScene
textureMeshTransform(DArray< Vec3f > &intialPosition, DArray< Vec3f > &worldPosition, DArray< Vec3f > &intialNormal, DArray< Vec3f > &Normal, Mat4f &WorldMatrix)dyno::HierarchicalScene
updateBoneWorldMatrix()dyno::HierarchicalScene
updateInverseBindMatrix()dyno::HierarchicalScene
UpdateJointData()dyno::HierarchicalScene
updateMeshWorldMatrix()dyno::HierarchicalScene
updatePoint2Vertice(DArrayList< int > &d_p2v, DArray< int > &d_v2p)dyno::HierarchicalScene
updateSkinData(std::shared_ptr< TextureMesh > texMesh)dyno::HierarchicalScene
updateWorldTransformByKeyFrame(Real time)dyno::HierarchicalScene
~HierarchicalScene()dyno::HierarchicalScene
~Object()dyno::Objectinlinevirtual