Functions |
M_ENGINE_EXPORT bool | animateFloat (MKey *keys, unsigned int keysNumber, float t, float *value) |
M_ENGINE_EXPORT bool | animateVector2 (MKey *keys, unsigned int keysNumber, float t, MVector2 *vector2) |
M_ENGINE_EXPORT bool | animateVector3 (MKey *keys, unsigned int keysNumber, float t, MVector3 *vector3) |
M_ENGINE_EXPORT bool | animateQuaternion (MKey *keys, unsigned int keysNumber, float t, MQuaternion *quaternion) |
M_ENGINE_EXPORT void | animateArmature (MArmature *armature, MArmatureAnim *armatureAnim, float t) |
M_ENGINE_EXPORT void | animateTextures (MMesh *mesh, MTexturesAnim *texturesAnim, float t) |
M_ENGINE_EXPORT void | animateMaterials (MMesh *mesh, MMaterialsAnim *materialsAnim, float t) |
M_ENGINE_EXPORT void | computeSkinning (MArmature *armature, MSkinData *skinData, const MVector3 *baseVertices, const MVector3 *baseNormals, const MVector3 *baseTangents, MVector3 *vertices, MVector3 *normals, MVector3 *tangents) |
M_ENGINE_EXPORT bool | isRaytraced (const MVector3 &origin, const MVector3 &dest, const void *indices, M_TYPES indicesType, const MVector3 *vertices, unsigned int size) |
M_ENGINE_EXPORT bool | getNearestRaytracedPosition (const MVector3 &origin, const MVector3 &dest, const void *indices, M_TYPES indicesType, const MVector3 *vertices, unsigned int size, MVector3 *intersection) |