Working on new animations
This commit is contained in:
1 parent
fe01a5d1b2
commit
52c4ad8ee0
33 files changed
+417542
-134
No files matched your search
@@ -75,6 +75,13 @@ public:
|
||||
|
||||
float interactionRadius = 0.0f;
|
||||
|
||||
VertexRenderStruct weaponMesh;
|
||||
std::shared_ptr<Texture> weaponTexture;
|
||||
Eigen::Matrix3f weaponInitialRotation = Eigen::Matrix3f::Identity();
|
||||
Eigen::Vector3f weaponInitialPosition = Eigen::Vector3f::Zero();
|
||||
std::string weaponAttachBoneName = "RightHand";
|
||||
bool showWeapon = true;
|
||||
|
||||
|
||||
private:
|
||||
|
||||
@@ -99,6 +106,10 @@ private:
|
||||
|
||||
bool prepareGpuSkinning();
|
||||
|
||||
// Draws the weapon mesh attached to weaponAttachBoneName.
|
||||
// Caller must ensure the right shader is active with matching uniforms.
|
||||
void drawAttachedWeapon(Renderer& renderer);
|
||||
|
||||
// GPU skinning: draw using shader-based skinning
|
||||
void drawGpuSkinning(Renderer& renderer);
|
||||
// Shadow: draw into depth map (no texture, no projection push)
|
||||
|
||||
Reference in new issue
Block a user