/// <summary> /// Initializes a new <see cref="SKNVertex"/> /// </summary> /// <param name="position">Position of this <see cref="SKNVertex"/></param> /// <param name="boneIndices">Bone Indices of this <see cref="SKNVertex"/></param> /// <param name="weights">Weights of this <see cref="SKNVertex"/></param> /// <param name="normal">Normal of this <see cref="SKNVertex"/></param> /// <param name="uv">UV of this <see cref="SKNVertex"/></param> public SKNVertex(Vector3 position, Vector4Byte boneIndices, Vector4 weights, Vector3 normal, Vector2 uv) { this.Position = Position; this.BoneIndices = boneIndices; this.Weights = weights; this.Normal = normal; this.UV = uv; }
/// <summary> /// Intializes a new <see cref="SKNVertex"/> from a <see cref="BinaryReader"/> /// </summary> /// <param name="br">The <see cref="BinaryReader"/> to read from</param> /// <param name="isTangent">Whether this <see cref="SKNVertex"/> has a Tangent</param> public SKNVertex(BinaryReader br, bool isTangent) { this.Position = new Vector3(br); this.BoneIndices = new Vector4Byte(br); this.Weights = new Vector4(br); this.Normal = new Vector3(br); this.UV = new Vector2(br); if (isTangent) { this.Tangent = new Vector4Byte(br); } }
public WGTWeight(Vector4 Weights, Vector4Byte BoneIndices) { this.Weights = Weights; this.Indices = BoneIndices; }
public void SetWeight(Vector4Byte BoneIndices, Vector4 Weights) { this.BoneIndices = BoneIndices; this.Weights = Weights; }
/// <summary> /// Initializes a new <see cref="WGTWeight"/> /// </summary> /// <param name="weights">Weights of this <see cref="WGTWeight"/></param> /// <param name="boneIndices">Bone Indices of this <see cref="WGTWeight"/></param> public WGTWeight(Vector4 weights, Vector4Byte boneIndices) { this.Weights = weights; this.BoneIndices = boneIndices; }