Node faces entity A node can have multiple entities containing faces and a applied material.
Representation of a 3d model.
int32_t getFaceCount() const
const vector< Vector3 > & getTangents() const
const vector< Vector3 > & getOrigins() const
Node * getSubNodeById(const string &nodeId)
Returns a sub node by id.
const Matrix4x4 & getTransformationsMatrix() const
FacesEntity * getFacesEntity(const string &id)
Find faces entity by id.
void setAnimation(Animation *animation)
Sets animation object.
void setTextureCoordinates(const vector< TextureCoordinate > &textureCoordinates)
Set texture coordinates.
vector< Vector3 > bitangents
void setOrigins(const vector< Vector3 > &origins)
Set origins.
void setVertices(const vector< Vector3 > &vertices)
Set vertices.
const vector< Vector3 > & getBitangents() const
void setFacesEntities(const vector< FacesEntity > &facesEntities)
Set up faces entities.
void setSkinning(Skinning *skinning)
Sets skinning object.
vector< FacesEntity > facesEntities
const vector< TextureCoordinate > & getTextureCoordinates() const
void setJoint(bool isJoint)
Sets up if this node is a joint or not.
const string & getId()
Returns id.
const vector< Vector3 > & getNormals() const
void setTransformationsMatrix(const Matrix4x4 &transformationsMatrix)
map< string, Node * > subNodes
vector< Vector3 > tangents
vector< Vector3 > normals
Matrix4x4 transformationsMatrix
Animation * getAnimation()
vector< Vector3 > origins
vector< Vector3 > vertices
vector< TextureCoordinate > textureCoordinates
const vector< FacesEntity > & getFacesEntities() const
void setNormals(const vector< Vector3 > &normals)
Set normals.
const vector< Vector3 > & getVertices() const
map< string, Node * > & getSubNodes()
void setBitangents(const vector< Vector3 > &bitangents)
Set bitangents.
Node(Model *model, Node *parentNode, const string &id, const string &name)
Public constructor.
void setTangents(const vector< Vector3 > &tangents)
Set tangents.
Skinning definition for nodes.
Class representing texture UV coordinates data.