fastest 3D software for linux

Linux 3D
interactive ray-tracing
[1 introduction] [2 overview] [3 reference] [4 GUI]

Index

 E3dSkinVertices_New
 E3dSkinMesh_AssignSkeleton
 E3dSkinMesh_UpdateShape
 E3dSkinMesh_SkeletonSetDefaultTransforms


E3dSkinVertices_New

Allocate memory for an array of SkinVertices

Syntax
E3dSkinVertex* E3dSkinVertices_New(const EIndex PNumOfVertices, const EBool PInitialize)

Arguments
const EIndex PNumOfVertices Number of SkinVertices to allocate const EBool PInitialize Initialize the SkinVertex array
Description
Allocates memory for the specified number of SkinVertices.

Return value
A pointer to the allocated array, or NULL in case of an error.

See also
E3dMesh_VerticesFree

E3dSkinMesh_AssignSkeleton

Assign Skeleton-hierarchy to a Skinned Mesh

Syntax
void E3dSkinMesh_AssignSkeleton(E3dMesh* PMesh, E3dNode* PSkeletonRoot)

Argument
E3dMesh* PMesh Pointer to the Mesh E3dNode* PSkeletonRoot Root node of the Skeleton-hierarchy
Description
Assigns the given Skeleton to a Mesh, builds SkinVertices array.

Return value
None.

E3dSkinMesh_UpdateShape

Update the shape of a Skinned Mesh

Syntax
void E3dSkinMesh_UpdateShape(E3dMesh* PMesh, E3dSkinMeshInfo* PSkinMesh)

Arguments
E3dMesh* PMesh Pointer to the E3dMesh E3dSkinMeshInfo* PSkinMesh Pointer to the skinning information LDoNormals If TRUE, update normals
Description
Performs Vertex-weight skinning on the given Mesh.

Return value
None.

E3dSkinMesh_SkeletonSetDefaultTransforms

Make the current "pose" of a Node hierarchy its default pose for a Skin

Syntax
void E3dSkinMesh_SkeletonSetDefaultTransforms(E3dGeometry* PGeometry)

Argument
E3dGeometry* PGeometry The "skinned" Geometry
Description
Makes the current pose of the Skeleton hierarchy its default pose by setting the WorldToBindPoseMatrix of each SkinJoint to the inverse of the Node's current LocalToWorldMatrix

Return value
None.
© 1996-2022 By Gabor Nagy