Ich möchte ganz einfach eine andere aabbox3d<f32> verwenden, weil
es ja sonst nichts gibt um die BB des ISkinnedMesh anzupassen, nachdem
andere Polygone und Vertexe hinzugefügt worden sind. Und ohne einer korrekten
BB funktioniert ja das automatische culling nicht richtig und mit
getSceneNodeFromScreenCoordinatesBB gibt es dann auch Probleme.
Mit casts hat es, wie schon gesagt,auch nicht funktioniert.
Zitat:
Public Member Functions
virtual void animateMesh (f32 frame, f32 blend)=0
Animates this mesh's joints based on frame input.
virtual void convertMeshToTangents ()=0
virtual SSkinMeshBuffer * createBuffer ()=0
virtual SJoint * createJoint (SJoint *parent=0)=0
virtual SPositionKey * createPositionKey (SJoint *joint)=0
virtual SRotationKey * createRotationKey (SJoint *joint)=0
virtual SScaleKey * createScaleKey (SJoint *joint)=0
virtual SWeight * createWeight (SJoint *joint)=0
virtual void finalize ()=0
loaders should call this after populating the mesh
virtual const core::array<
SJoint * > & getAllJoints () const =0
exposed for loaders: joints list
virtual core::array< SJoint * > & getAllJoints ()=0
exposed for loaders: joints list
virtual u32 getJointCount () const =0
virtual const c8 * getJointName (u32 number) const =0
virtual s32 getJointNumber (const c8 *name) const =0
virtual core::array< SSkinMeshBuffer * > & getMeshBuffers ()=0
exposed for loaders: to add mesh buffers
virtual void setInterpolationMode (E_INTERPOLATION_MODE mode)=0
Sets Interpolation Mode.
virtual void skinMesh ()=0
Preforms a software skin on this mesh based of joint positions.
virtual void updateNormalsWhenAnimating (bool on)=0
virtual bool useAnimationFrom (const ISkinnedMesh *mesh)=0
Classes
struct SJoint
Joints. More...
struct SPositionKey
Animation keyframe which describes a new position. More...
struct SRotationKey
Animation keyframe which describes a new rotation. More...
struct SScaleKey
Animation keyframe which describes a new scale. More...
struct SWeight
A vertex weight. More...