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authorDavid Walter Seikel2013-01-13 17:24:39 +1000
committerDavid Walter Seikel2013-01-13 17:24:39 +1000
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parentAdd a note about rasters suggested start up code. (diff)
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Added Irrlicht 1.8, but without all the Windows binaries.
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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 __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
6#define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
7
8#include "IAnimatedMeshSceneNode.h"
9#include "IAnimatedMesh.h"
10
11#include "matrix4.h"
12
13
14namespace irr
15{
16namespace scene
17{
18 class IDummyTransformationSceneNode;
19
20 class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
21 {
22 public:
23
24 //! constructor
25 CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
26 const core::vector3df& position = core::vector3df(0,0,0),
27 const core::vector3df& rotation = core::vector3df(0,0,0),
28 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
29
30 //! destructor
31 virtual ~CAnimatedMeshSceneNode();
32
33 //! sets the current frame. from now on the animation is played from this frame.
34 virtual void setCurrentFrame(f32 frame);
35
36 //! frame
37 virtual void OnRegisterSceneNode();
38
39 //! OnAnimate() is called just before rendering the whole scene.
40 virtual void OnAnimate(u32 timeMs);
41
42 //! renders the node.
43 virtual void render();
44
45 //! returns the axis aligned bounding box of this node
46 virtual const core::aabbox3d<f32>& getBoundingBox() const;
47
48 //! sets the frames between the animation is looped.
49 //! the default is 0 - MaximalFrameCount of the mesh.
50 virtual bool setFrameLoop(s32 begin, s32 end);
51
52 //! Sets looping mode which is on by default. If set to false,
53 //! animations will not be looped.
54 virtual void setLoopMode(bool playAnimationLooped);
55
56 //! returns the current loop mode
57 virtual bool getLoopMode() const;
58
59 //! Sets a callback interface which will be called if an animation
60 //! playback has ended. Set this to 0 to disable the callback again.
61 virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0);
62
63 //! sets the speed with which the animation is played
64 virtual void setAnimationSpeed(f32 framesPerSecond);
65
66 //! gets the speed with which the animation is played
67 virtual f32 getAnimationSpeed() const;
68
69 //! returns the material based on the zero based index i. To get the amount
70 //! of materials used by this scene node, use getMaterialCount().
71 //! This function is needed for inserting the node into the scene hirachy on a
72 //! optimal position for minimizing renderstate changes, but can also be used
73 //! to directly modify the material of a scene node.
74 virtual video::SMaterial& getMaterial(u32 i);
75
76 //! returns amount of materials used by this scene node.
77 virtual u32 getMaterialCount() const;
78
79 //! Creates shadow volume scene node as child of this node
80 //! and returns a pointer to it.
81 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
82 s32 id, bool zfailmethod=true, f32 infinity=1000.0f);
83
84 //! Returns a pointer to a child node, which has the same transformation as
85 //! the corrsesponding joint, if the mesh in this scene node is a skinned mesh.
86 virtual IBoneSceneNode* getJointNode(const c8* jointName);
87
88 //! same as getJointNode(const c8* jointName), but based on id
89 virtual IBoneSceneNode* getJointNode(u32 jointID);
90
91 //! Gets joint count.
92 virtual u32 getJointCount() const;
93
94 //! Deprecated command, please use getJointNode.
95 virtual ISceneNode* getMS3DJointNode(const c8* jointName);
96
97 //! Deprecated command, please use getJointNode.
98 virtual ISceneNode* getXJointNode(const c8* jointName);
99
100 //! Removes a child from this scene node.
101 //! Implemented here, to be able to remove the shadow properly, if there is one,
102 //! or to remove attached childs.
103 virtual bool removeChild(ISceneNode* child);
104
105 //! Starts a MD2 animation.
106 virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim);
107
108 //! Starts a special MD2 animation.
109 virtual bool setMD2Animation(const c8* animationName);
110
111 //! Returns the current displayed frame number.
112 virtual f32 getFrameNr() const;
113 //! Returns the current start frame number.
114 virtual s32 getStartFrame() const;
115 //! Returns the current end frame number.
116 virtual s32 getEndFrame() const;
117
118 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
119 /* In this way it is possible to change the materials a mesh causing all mesh scene nodes
120 referencing this mesh to change too. */
121 virtual void setReadOnlyMaterials(bool readonly);
122
123 //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
124 virtual bool isReadOnlyMaterials() const;
125
126 //! Sets a new mesh
127 virtual void setMesh(IAnimatedMesh* mesh);
128
129 //! Returns the current mesh
130 virtual IAnimatedMesh* getMesh(void) { return Mesh; }
131
132 //! Writes attributes of the scene node.
133 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
134
135 //! Reads attributes of the scene node.
136 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
137
138 //! Returns type of the scene node
139 virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; }
140
141 // returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
142 // or the absolutetransformation if it's a normal scenenode
143 const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname);
144
145 //! updates the absolute position based on the relative and the parents position
146 virtual void updateAbsolutePosition();
147
148
149 //! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
150 virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode);
151
152 //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
153 //! you must call animateJoints(), or the mesh will not animate
154 virtual void setTransitionTime(f32 Time);
155
156 //! updates the joint positions of this mesh
157 virtual void animateJoints(bool CalculateAbsolutePositions=true);
158
159 //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
160 virtual void setRenderFromIdentity( bool On );
161
162 //! Creates a clone of this scene node and its children.
163 /** \param newParent An optional new parent.
164 \param newManager An optional new scene manager.
165 \return The newly created clone of this node. */
166 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
167
168 private:
169
170 //! Get a static mesh for the current frame of this animated mesh
171 IMesh* getMeshForCurrentFrame();
172
173 void buildFrameNr(u32 timeMs);
174 void checkJoints();
175 void beginTransition();
176
177 core::array<video::SMaterial> Materials;
178 core::aabbox3d<f32> Box;
179 IAnimatedMesh* Mesh;
180
181 s32 StartFrame;
182 s32 EndFrame;
183 f32 FramesPerSecond;
184 f32 CurrentFrameNr;
185
186 u32 LastTimeMs;
187 u32 TransitionTime; //Transition time in millisecs
188 f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
189 f32 TransitingBlend; //0-1, calculated on buildFrameNr
190
191 //0-unused, 1-get joints only, 2-set joints only, 3-move and set
192 E_JOINT_UPDATE_ON_RENDER JointMode;
193 bool JointsUsed;
194
195 bool Looping;
196 bool ReadOnlyMaterials;
197 bool RenderFromIdentity;
198
199 IAnimationEndCallBack* LoopCallBack;
200 s32 PassCount;
201
202 IShadowVolumeSceneNode* Shadow;
203
204 core::array<IBoneSceneNode* > JointChildSceneNodes;
205 core::array<core::matrix4> PretransitingSave;
206
207 // Quake3 Model
208 struct SMD3Special : public virtual IReferenceCounted
209 {
210 core::stringc Tagname;
211 SMD3QuaternionTagList AbsoluteTagList;
212
213 SMD3Special & operator = (const SMD3Special & copyMe)
214 {
215 Tagname = copyMe.Tagname;
216 AbsoluteTagList = copyMe.AbsoluteTagList;
217 return *this;
218 }
219 };
220 SMD3Special *MD3Special;
221 };
222
223} // end namespace scene
224} // end namespace irr
225
226#endif
227