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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8/include/IBoneSceneNode.h | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
Diffstat (limited to 'libraries/irrlicht-1.8/include/IBoneSceneNode.h')
-rw-r--r-- | libraries/irrlicht-1.8/include/IBoneSceneNode.h | 108 |
1 files changed, 0 insertions, 108 deletions
diff --git a/libraries/irrlicht-1.8/include/IBoneSceneNode.h b/libraries/irrlicht-1.8/include/IBoneSceneNode.h deleted file mode 100644 index d0063b4..0000000 --- a/libraries/irrlicht-1.8/include/IBoneSceneNode.h +++ /dev/null | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __I_BONE_SCENE_NODE_H_INCLUDED__ | ||
6 | #define __I_BONE_SCENE_NODE_H_INCLUDED__ | ||
7 | |||
8 | #include "ISceneNode.h" | ||
9 | |||
10 | namespace irr | ||
11 | { | ||
12 | namespace scene | ||
13 | { | ||
14 | |||
15 | //! Enumeration for different bone animation modes | ||
16 | enum E_BONE_ANIMATION_MODE | ||
17 | { | ||
18 | //! The bone is usually animated, unless it's parent is not animated | ||
19 | EBAM_AUTOMATIC=0, | ||
20 | |||
21 | //! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward | ||
22 | EBAM_ANIMATED, | ||
23 | |||
24 | //! The bone is not animated by the skin | ||
25 | EBAM_UNANIMATED, | ||
26 | |||
27 | //! Not an animation mode, just here to count the available modes | ||
28 | EBAM_COUNT | ||
29 | |||
30 | }; | ||
31 | |||
32 | enum E_BONE_SKINNING_SPACE | ||
33 | { | ||
34 | //! local skinning, standard | ||
35 | EBSS_LOCAL=0, | ||
36 | |||
37 | //! global skinning | ||
38 | EBSS_GLOBAL, | ||
39 | |||
40 | EBSS_COUNT | ||
41 | }; | ||
42 | |||
43 | //! Names for bone animation modes | ||
44 | const c8* const BoneAnimationModeNames[] = | ||
45 | { | ||
46 | "automatic", | ||
47 | "animated", | ||
48 | "unanimated", | ||
49 | 0, | ||
50 | }; | ||
51 | |||
52 | |||
53 | //! Interface for bones used for skeletal animation. | ||
54 | /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */ | ||
55 | class IBoneSceneNode : public ISceneNode | ||
56 | { | ||
57 | public: | ||
58 | |||
59 | IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) : | ||
60 | ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { } | ||
61 | |||
62 | //! Get the name of the bone | ||
63 | /** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */ | ||
64 | _IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); } | ||
65 | |||
66 | //! Get the index of the bone | ||
67 | virtual u32 getBoneIndex() const = 0; | ||
68 | |||
69 | //! Sets the animation mode of the bone. | ||
70 | /** \return True if successful. (Unused) */ | ||
71 | virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0; | ||
72 | |||
73 | //! Gets the current animation mode of the bone | ||
74 | virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0; | ||
75 | |||
76 | //! Get the axis aligned bounding box of this node | ||
77 | virtual const core::aabbox3d<f32>& getBoundingBox() const = 0; | ||
78 | |||
79 | //! Returns the relative transformation of the scene node. | ||
80 | //virtual core::matrix4 getRelativeTransformation() const = 0; | ||
81 | |||
82 | //! The animation method. | ||
83 | virtual void OnAnimate(u32 timeMs) =0; | ||
84 | |||
85 | //! The render method. | ||
86 | /** Does nothing as bones are not visible. */ | ||
87 | virtual void render() { } | ||
88 | |||
89 | //! How the relative transformation of the bone is used | ||
90 | virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0; | ||
91 | |||
92 | //! How the relative transformation of the bone is used | ||
93 | virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0; | ||
94 | |||
95 | //! Updates the absolute position based on the relative and the parents position | ||
96 | virtual void updateAbsolutePositionOfAllChildren()=0; | ||
97 | |||
98 | s32 positionHint; | ||
99 | s32 scaleHint; | ||
100 | s32 rotationHint; | ||
101 | }; | ||
102 | |||
103 | |||
104 | } // end namespace scene | ||
105 | } // end namespace irr | ||
106 | |||
107 | #endif | ||
108 | |||