Example #1
0
bool AnimeshAsset::DetachAll()
{
  for (size_t i = 0; i < animeshsprite->GetSocketCount(); i++)
  {
    CS::Mesh::iAnimatedMeshSocketFactory* v = animeshsprite->GetSocket(i);
    if (!v) continue;

    AttachMesh(v->GetName(), 0);
  }

  return true;
}
Example #2
0
bool Sprite3DAsset::DetachAll()
{
  for (int i = 0; i < sprite->GetSocketCount(); i++)
  {
    iSpriteSocket* sock = sprite->GetSocket(i);
    if (!sock) continue;

    AttachMesh(sock->GetName(), 0);
  }

  return true;
}
Example #3
0
bool GenmeshAsset::DetachAll()
{
  if (!skeleton) return false;
  for (size_t i = 0; i < skeleton->GetFactory()->GetSocketsCount(); i++)
  {
    iSkeletonSocketFactory* sock = skeleton->GetFactory()->GetSocket((int)i);
    if (!sock) continue;

    AttachMesh(sock->GetName(), 0);
  }

  return true;
}