#import "CC3MeshNode.h"#import "CC3VertexArrayMesh.h"#import "CC3VertexArrays.h"Classes | |
| class | CC3Bone |
| CC3Bone is the building block of skeletons that control the deformation of a skin mesh. More... | |
| class | CC3DeformedFaceArray |
| CC3DeformedFaceArray extends CC3FaceArray to hold the deformed positions of each vertex. More... | |
| class | CC3Mesh(Skinning) |
| CC3Mesh extension to define polymorphic methods to support vertex skinning. | |
| class | CC3MeshNode(Skinning) |
| CC3MeshNode extension to define polymorphic methods to support vertex skinning. | |
| class | CC3Node(Skinning) |
| CC3Node extension to support ancestors and descendants that make use of vertex skinning. | |
| class | CC3SkeletonRestPoseBindingVisitor |
| CC3SkeletonRestPoseBindingVisitor is a CC3NodeVisitor that is passed to an assembly of bone nodes (a skeleton) in order to establish the rest pose transforms for the bones in the skeleton. More... | |
| class | CC3SkinMesh |
| CC3SkinMesh is a CC3VertexArrayMesh that, in addition to the familiar vertex data such as locations, normals and texture coordinates, adds vertex arrays for bone weights and bone matrix indices. More... | |
| class | CC3SkinMeshNode |
| CC3SkinMeshNode is a CC3MeshNode specialized to use vertex skinning to draw the contents of its mesh. More... | |
| class | CC3SkinnedBone |
| CC3SkinnedBone combines the transforms of a bone and a skin mesh node, and applies these transforms to deform the vertices during rendering, or when the deformed location of a vertex is accessed programmatically. More... | |
| class | CC3SkinSection |
| A CC3SkinSection defines a section of the skin mesh, and contains a collection of bones from the skeleton that influence the locations of the vertices in that section. More... | |
| class | CC3SoftBodyNode |
| CC3SoftBodyNode is the primary structural component for a soft-body object that uses vertex skinning to manipulate and draw mesh vertices. More... | |
1.7.2