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NSUNI/NSLAR Library a250670
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Provides data structures and functions for managing essential components of a 3D model. More...
#include <functional>#include <glm/glm.hpp>#include <string>#include <vector>#include "NNL/common/enum_flag.hpp"#include "NNL/common/fixed_type.hpp"#include "NNL/simple_asset/sanimation.hpp"#include "NNL/simple_asset/svalue.hpp"Go to the source code of this file.
Classes | |
| struct | nnl::SVertex |
| Represents a simple vertex with a fixed set of attributes. More... | |
| struct | nnl::STriangle |
| Represents a triangle defined by three vertices. More... | |
| struct | nnl::SMesh |
| Represents a simple mesh. More... | |
| struct | nnl::SBone |
| Represents a bone/joint in a skeletal hierarchy of a 3D model. More... | |
| struct | nnl::SSkeleton |
| Represents the skeleton of a 3D model. More... | |
| struct | nnl::SMaterial |
| Represents a simple material with various properties for 3D rendering. More... | |
| struct | nnl::SAttachment |
| Represents a node attached to a bone. More... | |
| struct | nnl::SModel |
| Represents a simple model. More... | |
Namespaces | |
| namespace | nnl |
Enumerations | |
| enum class | nnl::SBlendMode : u8 { nnl::SBlendMode::kOpaque = 0b00000 , nnl::SBlendMode::kAlpha = 0b00001 , nnl::SBlendMode::kClip = 0b00010 , nnl::SBlendMode::kAdd = 0b00100 , nnl::SBlendMode::kSub = 0b01000 } |
| Enumeration of blending modes for materials. More... | |
| enum class | nnl::STextureProjection { nnl::STextureProjection::kUV = 0 , nnl::STextureProjection::kMatrix = 1 , nnl::STextureProjection::kEnvironment = 2 } |
| Enumeration of projection modes for textures. More... | |
Variables | |
| constexpr std::size_t | nnl::kMaxNumBoneWeight = 8 |
| Maximum number of bone weights and indices in SVertex. | |
Provides data structures and functions for managing essential components of a 3D model.
This file defines structures for the essential components of 3D models. These structures facilitate the conversion of 3D model data between various common exchange formats (such as FBX and glTF) and in-game formats.