Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::PlpMeshData Struct Referenceexport
Collaboration diagram for Vyroda::PlpMeshData:
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Public Attributes

std::string name {}
std::string texture_prefix {}
std::uint64_t id {}
std::uint32_t material_ID { 0 }
std::vector< std::uint32_t > face_material_ID {}
std::vector< std::uint32_t > indices {}
std::vector< Vertexvertices {}
std::vector< VertexBonesvertices_bones {}
glm::mat4 transform_matrix {}
glm::mat4 local_transform {}
glm::mat4 inverse_transform_matrix {}
std::unordered_map< std::string, Bonebones {}
std::string root_bone_name {}
std::uint32_t _default_anim {}
glm::vec3 bbox_min {}
glm::vec3 bbox_max {}

Member Data Documentation

◆ _default_anim

std::uint32_t Vyroda::PlpMeshData::_default_anim {}

◆ bbox_max

glm::vec3 Vyroda::PlpMeshData::bbox_max {}

◆ bbox_min

glm::vec3 Vyroda::PlpMeshData::bbox_min {}

◆ bones

std::unordered_map<std::string, Bone> Vyroda::PlpMeshData::bones {}

◆ face_material_ID

std::vector<std::uint32_t> Vyroda::PlpMeshData::face_material_ID {}

◆ id

std::uint64_t Vyroda::PlpMeshData::id {}

◆ indices

std::vector<std::uint32_t> Vyroda::PlpMeshData::indices {}

◆ inverse_transform_matrix

glm::mat4 Vyroda::PlpMeshData::inverse_transform_matrix {}

◆ local_transform

glm::mat4 Vyroda::PlpMeshData::local_transform {}

◆ material_ID

std::uint32_t Vyroda::PlpMeshData::material_ID { 0 }

◆ name

std::string Vyroda::PlpMeshData::name {}

◆ root_bone_name

std::string Vyroda::PlpMeshData::root_bone_name {}

◆ texture_prefix

std::string Vyroda::PlpMeshData::texture_prefix {}

◆ transform_matrix

glm::mat4 Vyroda::PlpMeshData::transform_matrix {}

◆ vertices

std::vector<Vertex> Vyroda::PlpMeshData::vertices {}

◆ vertices_bones

std::vector<VertexBones> Vyroda::PlpMeshData::vertices_bones {}

The documentation for this struct was generated from the following file: