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AnimatedMesh Type

A mesh with skeleton data for GPU skinning.

Load once from a Model via AnimatedMesh.fromModel, then share across all entities that use the same mesh. Each entity computes its own bone matrices via AnimatedMesh.computeBoneMatrices and passes them to DrawSkinnedMesh. This avoids per-entity model copies and CPU skinning — the GPU does the vertex transform.

Record fields

Record Field Description

BindPose

Full Usage: BindPose

Field type: Transform[]
Model-space bind pose per bone (the rest pose captured at load). Bones a
 clip doesn't animate fall back to this so they hold their rest position instead of
 collapsing to the skeleton origin — same space as raylib's keyframe poses.
Field type: Transform[]

BoneCount

Full Usage: BoneCount

Field type: int
Field type: int

BoneLookup

Full Usage: BoneLookup

Field type: IReadOnlyDictionary<string, int>

Bone name → bone index lookup used by AnimatedMesh.tryFindBoneIndex.

Field type: IReadOnlyDictionary<string, int>

BoneNames

Full Usage: BoneNames

Field type: string[]

Authored bone names, indexed by bone index (for BoneRef.ByName lookups).

Field type: string[]

BoneParents

Full Usage: BoneParents

Field type: int[]

Parent bone index per bone (-1 for roots). Informational — raylib keyframe poses are model-space.

Field type: int[]

InverseBindPose

Full Usage: InverseBindPose

Field type: Matrix4x4[]

Inverse bind pose per bone, in System.Numerics layout — internal input to pose evaluation; the transposed, upload-ready palette lives on BonePose.

Field type: Matrix4x4[]

Mesh

Full Usage: Mesh

Field type: Mesh
Field type: Mesh

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