// Geometric Tools, Inc.
// http://www.geometrictools.com
// Copyright (c) 1998-2005.  All Rights Reserved
//
// The Wild Magic Library (WM3) source code is supplied under the terms of
// the license agreement
//     http://www.geometrictools.com/License/WildMagic3License.pdf
// and may not be copied or disclosed except in accordance with the terms
// of that agreement.

//----------------------------------------------------------------------------
inline int SkinController::GetVertexQuantity () const
{
    return m_iVertexQuantity;
}
//----------------------------------------------------------------------------
inline int SkinController::GetBoneQuantity () const
{
    return m_iBoneQuantity;
}
//----------------------------------------------------------------------------
inline Node* SkinController::GetBone (int iBone) const
{
    assert( 0 <= iBone && iBone < m_iBoneQuantity );
    return m_apkBones[iBone];
}
//----------------------------------------------------------------------------
inline float& SkinController::Weight (int iVertex, int iBone)
{
    assert( 0 <= iVertex && iVertex < m_iVertexQuantity );
    assert( 0 <= iBone && iBone < m_iBoneQuantity );
    return m_aafWeight[iVertex][iBone];
}
//----------------------------------------------------------------------------
inline Vector3f& SkinController::Offset (int iVertex, int iBone)
{
    assert( 0 <= iVertex && iVertex < m_iVertexQuantity );
    assert( 0 <= iBone && iBone < m_iBoneQuantity );
    return m_aakOffset[iVertex][iBone];
}
//----------------------------------------------------------------------------



