class CRenderMesh
{
void* __vftable;
uint8 pad_0008[8];
public:
CUtlLeanVectorFixedGrowable<CSceneObjectData, 1> m_sceneObjects;
CUtlLeanVector<CBaseConstraint*> m_constraints;
CRenderSkeleton m_skeleton;
private:
uint8 pad_0118[188];
public:
bool m_bUseUV2ForCharting;
bool m_bEmbeddedMapMesh;
private:
uint8 pad_01D8[32];
public:
DynamicMeshDeformParams_t m_meshDeformParams;
CRenderGroom* m_pGroomData;
};
KV3 Class Defaults
{
_class = "CRenderMesh"
m_sceneObjects = [ ]
m_constraints = [ ]
m_skeleton =
{
m_bones = [ ]
m_boneParents = [ ]
m_nBoneWeightCount = 4
}
m_bUseUV2ForCharting = false
m_bEmbeddedMapMesh = false
m_meshDeformParams =
{
m_flTensionCompressScale = 0.0
m_flTensionStretchScale = 0.0
m_bRecomputeSmoothNormalsAfterAnimation = false
m_bComputeDynamicMeshTensionAfterAnimation = false
m_bSmoothNormalsAcrossUvSeams = false
m_bEnableEyeBulgeDeformation = false
}
m_pGroomData = null
m_attachments = [ ]
m_hitboxsets = [ ]
m_morphSet = resource:""
}