This object describes how the vertex animation, if any, represented in a
Vertex animation includes soft-skinned skeleton animation and morphs (blend shapes), and might be performed on the CPU by Panda, or passed down to the graphics backed to be performed on the hardware (depending on the hardware’s advertised capabilities).
Changing this setting doesn’t by itself change the way the animation is actually performed; this just specifies how the vertices are set up to be animated.
GeomEnums::AnimationType get_animation_type(void) const¶
Returns the type of animation represented by this spec.
bool get_indexed_transforms(void) const¶
This is only meaningful for animation_type AT_hardware. If true, it indicates that the format uses indexed animation tables. It is false if each vertex will reference the first _num_transforms table entries only.
int get_num_transforms(void) const¶
This is only meaningful for animation_type AT_hardware. It specifies the maximum number of transforms that might be simultaneously applied to any one vertex by the data in this format.
void output(std::ostream &out) const¶
void set_hardware(int num_transforms, bool indexed_transforms)¶
Specifies that vertex animation is to be performed by the graphics hardware (or at least by the graphics backend API, which is actually still free to animate the vertices on the CPU).
This is only legal if the graphics hardware can support the specified limits on number of transforms and/or indexed transforms. Also, no current graphics API’s support morphing.
Specifies that no vertex animation is represented by this spec.
Specifies that vertex animation is to be performed by Panda. This is the most general setting and can handle any kind of vertex animation represented.