SkeletonDef

Constructors

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constructor()

Properties

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Functions

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open fun __assign(_i: Int, _bb: ByteBuffer): SkeletonDef
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open fun __init(_i: Int, _bb: ByteBuffer)
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open fun __reset()
Resets the internal state with a null ByteBuffer and a zero position.
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open fun addBoneNames(builder: FlatBufferBuilder, boneNamesOffset: Int)
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open fun addBoneParents(builder: FlatBufferBuilder, boneParentsOffset: Int)
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open fun addBoneTransforms(builder: FlatBufferBuilder, boneTransformsOffset: Int)
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open fun boneNames(j: Int): String
The names of each bone in the skeleton.
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open fun boneNamesLength(): Int
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open fun boneParents(j: Int): Int
Effectively a map of a bone to its parent bone.
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open fun boneTransforms(j: Int): Mat4x3
For information on how the matrices below are used for skinning, see RigSystem::UpdateShaderTransforms().
open fun boneTransforms(obj: Mat4x3, j: Int): Mat4x3
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open fun createSkeletonDef(builder: FlatBufferBuilder, bone_namesOffset: Int, bone_parentsOffset: Int, bone_transformsOffset: Int): Int
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Get the underlying ByteBuffer.
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open fun startBoneNamesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startBoneParentsVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startBoneTransformsVector(builder: FlatBufferBuilder, numElems: Int)
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