|
| enum class | nnl::model::UVAnimationMode : u16 { nnl::model::UVAnimationMode::kNone = 0
, nnl::model::UVAnimationMode::kContinuousShift = 1
, nnl::model::UVAnimationMode::kRangedShift = 2
, nnl::model::UVAnimationMode::kFramedShift = 3
} |
| | Specifies the different modes of UV animation for textures. More...
|
| enum class | nnl::model::PrimitiveType : u16 |
| | Enumeration of supported primitive types. More...
|
| enum class | nnl::model::MaterialFeatures : u16 {
nnl::model::MaterialFeatures::kNone = 0
, nnl::model::MaterialFeatures::kVertexColors = 0b000000001
, nnl::model::MaterialFeatures::kLit = 0b000000010
, nnl::model::MaterialFeatures::kProjectionMapping = 0b000000100
,
nnl::model::MaterialFeatures::kAdditiveBlending = 0b000001000
, nnl::model::MaterialFeatures::kSubtractiveBlending = 0b000010000
, nnl::model::MaterialFeatures::kNoDepthWriteDefer = 0b000100000
, nnl::model::MaterialFeatures::kAlphaClip = 0b001000000
,
nnl::model::MaterialFeatures::kSkinning = 0b010000000
, nnl::model::MaterialFeatures::kEnvironmentMapping = 0b100000000
} |
| | Enumeration of material features used in rendering. More...
|
| enum class | nnl::model::CompLvl { nnl::model::CompLvl::kNone = 0
, nnl::model::CompLvl::kMedium = 1
, nnl::model::CompLvl::kMax = 2
} |
| | Enum representing compression levels for mesh conversion. More...
|
| enum | nnl::model::GeCmd : u32 {
nnl::model::kReturn = 0x0B'00'00'00
, nnl::model::kSetVertexType = 0x12'00'00'00
, nnl::model::kSetBaseAddress = 0x10'00'00'00
, nnl::model::kSetVramAddress = 0x01'00'00'00
,
nnl::model::kDrawPrimitives = 0x04'00'00'00
} |
| | Enumeration of essential rendering commands for the library. More...
|
| enum | nnl::model::HumanoidRigTarget : BoneTarget |
| | Enum representing parts of a generic humanoid rig. More...
|
|
| Model | nnl::model::Convert (SModel &&smodel, const std::vector< ConvertParam > &mesh_params, bool move_with_root=false) |
| | Converts a simplified model representation to the in-game format.
|
| Model | nnl::model::Convert (SModel &&smodel, const ConvertParam &mesh_params={}, bool move_with_root=false) |
| | Converts a simplified model representation to the in-game format.
|
| SModel | nnl::model::Convert (const Model &model) |
| | Converts a game model to a simplified model representation.
|
| bool | nnl::model::IsOfType (BufferView buffer) |
| | Tests if the provided file is a model.
|
| Model | nnl::model::Import (BufferView buffer) |
| | Parses a binary file and converts it to a structured model.
|
| Buffer | nnl::model::Export (const Model &model) |
| | Converts a model to its binary file representation.
|
| std::vector< STriangle > | nnl::model::ExtractTriangles (const SubMesh &submesh, bool skip_degenerate=true) |
| | Extracts triangles from a given submesh.
|
| std::vector< TriangleGroup > | nnl::model::GroupTrianglesByBones (const std::vector< u32 > &indices, const std::vector< SVertex > &vertices, u32 max_num_triangles=std::numeric_limits< u16 >::max()/3, bool join_bone_sets=true) |
| | Groups triangles by their associated bones.
|
| BBox | nnl::model::GenerateBBox (const SMesh &mesh, glm::mat4 transform=glm::mat4(1.0f)) |
| | Generates an axis-aligned bounding box (AABB) for the given mesh.
|
| Mesh | nnl::model::Convert (SMesh &&smesh, const ConvertParam ¶m={}) |
| | Converts a simplified representation of a mesh to the in-game format.
|
| SMesh | nnl::model::Convert (const Mesh &mesh) |
| | Converts a mesh from the in-game format to a simplified representation.
|
| ConvertParam | nnl::model::GenerateConvertParam (const Mesh &mesh) |
| | Generates a conversion parameter for SMesh to get a similar in-game Mesh when converting back to it.
|
| std::vector< ConvertParam > | nnl::model::GenerateConvertParam (const Model &model) |
| | Generates a vector of conversion parameters for the entire model to achieve a similar in-game representation.
|
| std::vector< Bone > | nnl::model::Convert (const SSkeleton &skeleton) |
| | Converts a skeleton represented as a tree into a vector of bones.
|
| void | nnl::model::SetBoneNames (SSkeleton &skeleton, const std::vector< std::map< BoneTarget, BoneIndex > > &bone_target_tables, bool is_character=true) |
| | Assigns meaningful names to bones in a skeleton.
|
| std::vector< std::map< BoneTarget, BoneIndex > > | nnl::model::GenerateBoneTargetTables (const SSkeleton &skeleton) |
| | Generates bone target tables from bone names of the skeleton.
|
| SSkeleton | nnl::model::Convert (const std::vector< Bone > &bones) |
| | Converts a vector of bones into a simple tree-like skeleton representation.
|
| std::map< BoneIndex, glm::mat4 > | nnl::model::GenerateInverseMatrixBoneTable (const SModel &smodel) |
| | Generates a map of bone indices and inverse matrices.
|
| UVAnimation | nnl::model::Convert (const SUVChannel &suv_anim_channel) |
| | Converts a simple UV animation channel to an in-game UVAnimation config.
|
| SUVChannel | nnl::model::Convert (const UVAnimation &uv_anim) |
| | Converts an in-game UVAnimation config to a simple UV animation channel.
|
| Material | nnl::model::Convert (const SMaterial &smat) |
| | Converts SMaterial to Material.
|
| SMaterial | nnl::model::Convert (const Material &mat) |
| | Converts Material to SMaterial.
|