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authorDavid Walter Seikel2014-01-13 19:47:58 +1000
committerDavid Walter Seikel2014-01-13 19:47:58 +1000
commitf9158592e1478b2013afc7041d9ed041cf2d2f4a (patch)
treeb16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8/include/IBoneSceneNode.h
parentLibraries 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
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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
10namespace irr
11{
12namespace 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