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Diffstat (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshSceneNode.cpp')
-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshSceneNode.cpp | 1129 |
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diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshSceneNode.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshSceneNode.cpp new file mode 100644 index 0000000..a9f1276 --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshSceneNode.cpp | |||
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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 | #include "CAnimatedMeshSceneNode.h" | ||
6 | #include "IVideoDriver.h" | ||
7 | #include "ISceneManager.h" | ||
8 | #include "S3DVertex.h" | ||
9 | #include "os.h" | ||
10 | #include "CShadowVolumeSceneNode.h" | ||
11 | #include "IAnimatedMeshMD3.h" | ||
12 | #include "CSkinnedMesh.h" | ||
13 | #include "IDummyTransformationSceneNode.h" | ||
14 | #include "IBoneSceneNode.h" | ||
15 | #include "IMaterialRenderer.h" | ||
16 | #include "IMesh.h" | ||
17 | #include "IMeshCache.h" | ||
18 | #include "IAnimatedMesh.h" | ||
19 | #include "quaternion.h" | ||
20 | |||
21 | |||
22 | namespace irr | ||
23 | { | ||
24 | namespace scene | ||
25 | { | ||
26 | |||
27 | |||
28 | //! constructor | ||
29 | CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh, | ||
30 | ISceneNode* parent, ISceneManager* mgr, s32 id, | ||
31 | const core::vector3df& position, | ||
32 | const core::vector3df& rotation, | ||
33 | const core::vector3df& scale) | ||
34 | : IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), | ||
35 | StartFrame(0), EndFrame(0), FramesPerSecond(0.025f), | ||
36 | CurrentFrameNr(0.f), LastTimeMs(0), | ||
37 | TransitionTime(0), Transiting(0.f), TransitingBlend(0.f), | ||
38 | JointMode(EJUOR_NONE), JointsUsed(false), | ||
39 | Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false), | ||
40 | LoopCallBack(0), PassCount(0), Shadow(0), MD3Special(0) | ||
41 | { | ||
42 | #ifdef _DEBUG | ||
43 | setDebugName("CAnimatedMeshSceneNode"); | ||
44 | #endif | ||
45 | |||
46 | setMesh(mesh); | ||
47 | } | ||
48 | |||
49 | |||
50 | //! destructor | ||
51 | CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode() | ||
52 | { | ||
53 | if (MD3Special) | ||
54 | MD3Special->drop(); | ||
55 | |||
56 | if (Mesh) | ||
57 | Mesh->drop(); | ||
58 | |||
59 | if (Shadow) | ||
60 | Shadow->drop(); | ||
61 | |||
62 | if (LoopCallBack) | ||
63 | LoopCallBack->drop(); | ||
64 | } | ||
65 | |||
66 | |||
67 | //! Sets the current frame. From now on the animation is played from this frame. | ||
68 | void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame) | ||
69 | { | ||
70 | // if you pass an out of range value, we just clamp it | ||
71 | CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame ); | ||
72 | |||
73 | beginTransition(); //transit to this frame if enabled | ||
74 | } | ||
75 | |||
76 | |||
77 | //! Returns the currently displayed frame number. | ||
78 | f32 CAnimatedMeshSceneNode::getFrameNr() const | ||
79 | { | ||
80 | return CurrentFrameNr; | ||
81 | } | ||
82 | |||
83 | |||
84 | //! Get CurrentFrameNr and update transiting settings | ||
85 | void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs) | ||
86 | { | ||
87 | if (Transiting!=0.f) | ||
88 | { | ||
89 | TransitingBlend += (f32)(timeMs) * Transiting; | ||
90 | if (TransitingBlend > 1.f) | ||
91 | { | ||
92 | Transiting=0.f; | ||
93 | TransitingBlend=0.f; | ||
94 | } | ||
95 | } | ||
96 | |||
97 | if ((StartFrame==EndFrame)) | ||
98 | { | ||
99 | CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes | ||
100 | } | ||
101 | else if (Looping) | ||
102 | { | ||
103 | // play animation looped | ||
104 | CurrentFrameNr += timeMs * FramesPerSecond; | ||
105 | |||
106 | // We have no interpolation between EndFrame and StartFrame, | ||
107 | // the last frame must be identical to first one with our current solution. | ||
108 | if (FramesPerSecond > 0.f) //forwards... | ||
109 | { | ||
110 | if (CurrentFrameNr > EndFrame) | ||
111 | CurrentFrameNr = StartFrame + fmod(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame)); | ||
112 | } | ||
113 | else //backwards... | ||
114 | { | ||
115 | if (CurrentFrameNr < StartFrame) | ||
116 | CurrentFrameNr = EndFrame - fmod(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame)); | ||
117 | } | ||
118 | } | ||
119 | else | ||
120 | { | ||
121 | // play animation non looped | ||
122 | |||
123 | CurrentFrameNr += timeMs * FramesPerSecond; | ||
124 | if (FramesPerSecond > 0.f) //forwards... | ||
125 | { | ||
126 | if (CurrentFrameNr > (f32)EndFrame) | ||
127 | { | ||
128 | CurrentFrameNr = (f32)EndFrame; | ||
129 | if (LoopCallBack) | ||
130 | LoopCallBack->OnAnimationEnd(this); | ||
131 | } | ||
132 | } | ||
133 | else //backwards... | ||
134 | { | ||
135 | if (CurrentFrameNr < (f32)StartFrame) | ||
136 | { | ||
137 | CurrentFrameNr = (f32)StartFrame; | ||
138 | if (LoopCallBack) | ||
139 | LoopCallBack->OnAnimationEnd(this); | ||
140 | } | ||
141 | } | ||
142 | } | ||
143 | } | ||
144 | |||
145 | |||
146 | void CAnimatedMeshSceneNode::OnRegisterSceneNode() | ||
147 | { | ||
148 | if (IsVisible) | ||
149 | { | ||
150 | // because this node supports rendering of mixed mode meshes consisting of | ||
151 | // transparent and solid material at the same time, we need to go through all | ||
152 | // materials, check of what type they are and register this node for the right | ||
153 | // render pass according to that. | ||
154 | |||
155 | video::IVideoDriver* driver = SceneManager->getVideoDriver(); | ||
156 | |||
157 | PassCount = 0; | ||
158 | int transparentCount = 0; | ||
159 | int solidCount = 0; | ||
160 | |||
161 | // count transparent and solid materials in this scene node | ||
162 | for (u32 i=0; i<Materials.size(); ++i) | ||
163 | { | ||
164 | video::IMaterialRenderer* rnd = | ||
165 | driver->getMaterialRenderer(Materials[i].MaterialType); | ||
166 | |||
167 | if (rnd && rnd->isTransparent()) | ||
168 | ++transparentCount; | ||
169 | else | ||
170 | ++solidCount; | ||
171 | |||
172 | if (solidCount && transparentCount) | ||
173 | break; | ||
174 | } | ||
175 | |||
176 | // register according to material types counted | ||
177 | |||
178 | if (solidCount) | ||
179 | SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); | ||
180 | |||
181 | if (transparentCount) | ||
182 | SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); | ||
183 | |||
184 | ISceneNode::OnRegisterSceneNode(); | ||
185 | } | ||
186 | } | ||
187 | |||
188 | IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame() | ||
189 | { | ||
190 | if(Mesh->getMeshType() != EAMT_SKINNED) | ||
191 | { | ||
192 | s32 frameNr = (s32) getFrameNr(); | ||
193 | s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f); | ||
194 | return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame); | ||
195 | } | ||
196 | else | ||
197 | { | ||
198 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
199 | return 0; | ||
200 | #else | ||
201 | |||
202 | // As multiple scene nodes may be sharing the same skinned mesh, we have to | ||
203 | // re-animate it every frame to ensure that this node gets the mesh that it needs. | ||
204 | |||
205 | CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh); | ||
206 | |||
207 | if (JointMode == EJUOR_CONTROL)//write to mesh | ||
208 | skinnedMesh->transferJointsToMesh(JointChildSceneNodes); | ||
209 | else | ||
210 | skinnedMesh->animateMesh(getFrameNr(), 1.0f); | ||
211 | |||
212 | // Update the skinned mesh for the current joint transforms. | ||
213 | skinnedMesh->skinMesh(); | ||
214 | |||
215 | if (JointMode == EJUOR_READ)//read from mesh | ||
216 | { | ||
217 | skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes); | ||
218 | |||
219 | //---slow--- | ||
220 | for (u32 n=0;n<JointChildSceneNodes.size();++n) | ||
221 | if (JointChildSceneNodes[n]->getParent()==this) | ||
222 | { | ||
223 | JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option | ||
224 | } | ||
225 | } | ||
226 | |||
227 | if(JointMode == EJUOR_CONTROL) | ||
228 | { | ||
229 | // For meshes other than EJUOR_CONTROL, this is done by calling animateMesh() | ||
230 | skinnedMesh->updateBoundingBox(); | ||
231 | } | ||
232 | |||
233 | return skinnedMesh; | ||
234 | #endif | ||
235 | } | ||
236 | } | ||
237 | |||
238 | |||
239 | //! OnAnimate() is called just before rendering the whole scene. | ||
240 | void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs) | ||
241 | { | ||
242 | if (LastTimeMs==0) // first frame | ||
243 | { | ||
244 | LastTimeMs = timeMs; | ||
245 | } | ||
246 | |||
247 | // set CurrentFrameNr | ||
248 | buildFrameNr(timeMs-LastTimeMs); | ||
249 | |||
250 | // update bbox | ||
251 | if (Mesh) | ||
252 | { | ||
253 | scene::IMesh * mesh = getMeshForCurrentFrame(); | ||
254 | |||
255 | if (mesh) | ||
256 | Box = mesh->getBoundingBox(); | ||
257 | } | ||
258 | LastTimeMs = timeMs; | ||
259 | |||
260 | IAnimatedMeshSceneNode::OnAnimate(timeMs); | ||
261 | } | ||
262 | |||
263 | |||
264 | //! renders the node. | ||
265 | void CAnimatedMeshSceneNode::render() | ||
266 | { | ||
267 | video::IVideoDriver* driver = SceneManager->getVideoDriver(); | ||
268 | |||
269 | if (!Mesh || !driver) | ||
270 | return; | ||
271 | |||
272 | |||
273 | bool isTransparentPass = | ||
274 | SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; | ||
275 | |||
276 | ++PassCount; | ||
277 | |||
278 | scene::IMesh* m = getMeshForCurrentFrame(); | ||
279 | |||
280 | if(m) | ||
281 | { | ||
282 | Box = m->getBoundingBox(); | ||
283 | } | ||
284 | else | ||
285 | { | ||
286 | #ifdef _DEBUG | ||
287 | os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING); | ||
288 | #endif | ||
289 | } | ||
290 | |||
291 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | ||
292 | |||
293 | if (Shadow && PassCount==1) | ||
294 | Shadow->updateShadowVolumes(); | ||
295 | |||
296 | // for debug purposes only: | ||
297 | |||
298 | bool renderMeshes = true; | ||
299 | video::SMaterial mat; | ||
300 | if (DebugDataVisible && PassCount==1) | ||
301 | { | ||
302 | // overwrite half transparency | ||
303 | if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) | ||
304 | { | ||
305 | |||
306 | for (u32 i=0; i<m->getMeshBufferCount(); ++i) | ||
307 | { | ||
308 | scene::IMeshBuffer* mb = m->getMeshBuffer(i); | ||
309 | mat = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; | ||
310 | mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; | ||
311 | if (RenderFromIdentity) | ||
312 | driver->setTransform(video::ETS_WORLD, core::IdentityMatrix ); | ||
313 | else if (Mesh->getMeshType() == EAMT_SKINNED) | ||
314 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation); | ||
315 | |||
316 | driver->setMaterial(mat); | ||
317 | driver->drawMeshBuffer(mb); | ||
318 | } | ||
319 | renderMeshes = false; | ||
320 | } | ||
321 | } | ||
322 | |||
323 | // render original meshes | ||
324 | if (renderMeshes) | ||
325 | { | ||
326 | for (u32 i=0; i<m->getMeshBufferCount(); ++i) | ||
327 | { | ||
328 | video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType); | ||
329 | bool transparent = (rnd && rnd->isTransparent()); | ||
330 | |||
331 | // only render transparent buffer if this is the transparent render pass | ||
332 | // and solid only in solid pass | ||
333 | if (transparent == isTransparentPass) | ||
334 | { | ||
335 | scene::IMeshBuffer* mb = m->getMeshBuffer(i); | ||
336 | const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; | ||
337 | if (RenderFromIdentity) | ||
338 | driver->setTransform(video::ETS_WORLD, core::IdentityMatrix ); | ||
339 | else if (Mesh->getMeshType() == EAMT_SKINNED) | ||
340 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation); | ||
341 | |||
342 | driver->setMaterial(material); | ||
343 | driver->drawMeshBuffer(mb); | ||
344 | } | ||
345 | } | ||
346 | } | ||
347 | |||
348 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | ||
349 | |||
350 | // for debug purposes only: | ||
351 | if (DebugDataVisible && PassCount==1) | ||
352 | { | ||
353 | video::SMaterial debug_mat; | ||
354 | debug_mat.Lighting = false; | ||
355 | debug_mat.AntiAliasing=0; | ||
356 | driver->setMaterial(debug_mat); | ||
357 | // show normals | ||
358 | if (DebugDataVisible & scene::EDS_NORMALS) | ||
359 | { | ||
360 | const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH); | ||
361 | const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR); | ||
362 | const u32 count = m->getMeshBufferCount(); | ||
363 | |||
364 | // draw normals | ||
365 | for (u32 g=0; g < count; ++g) | ||
366 | { | ||
367 | driver->drawMeshBufferNormals(m->getMeshBuffer(g), debugNormalLength, debugNormalColor); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | debug_mat.ZBuffer = video::ECFN_NEVER; | ||
372 | debug_mat.Lighting = false; | ||
373 | driver->setMaterial(debug_mat); | ||
374 | |||
375 | if (DebugDataVisible & scene::EDS_BBOX) | ||
376 | driver->draw3DBox(Box, video::SColor(255,255,255,255)); | ||
377 | |||
378 | // show bounding box | ||
379 | if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) | ||
380 | { | ||
381 | for (u32 g=0; g< m->getMeshBufferCount(); ++g) | ||
382 | { | ||
383 | const IMeshBuffer* mb = m->getMeshBuffer(g); | ||
384 | |||
385 | if (Mesh->getMeshType() == EAMT_SKINNED) | ||
386 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation); | ||
387 | driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128)); | ||
388 | } | ||
389 | } | ||
390 | |||
391 | // show skeleton | ||
392 | if (DebugDataVisible & scene::EDS_SKELETON) | ||
393 | { | ||
394 | if (Mesh->getMeshType() == EAMT_SKINNED) | ||
395 | { | ||
396 | // draw skeleton | ||
397 | |||
398 | for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g) | ||
399 | { | ||
400 | ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g]; | ||
401 | |||
402 | for (u32 n=0;n<joint->Children.size();++n) | ||
403 | { | ||
404 | driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(), | ||
405 | joint->Children[n]->GlobalAnimatedMatrix.getTranslation(), | ||
406 | video::SColor(255,51,66,255)); | ||
407 | } | ||
408 | } | ||
409 | } | ||
410 | |||
411 | // show tag for quake3 models | ||
412 | if (Mesh->getMeshType() == EAMT_MD3) | ||
413 | { | ||
414 | IAnimatedMesh * arrow = | ||
415 | SceneManager->addArrowMesh ( | ||
416 | "__tag_show", | ||
417 | 0xFF0000FF, 0xFF000088, | ||
418 | 4, 8, 5.f, 4.f, 0.5f, | ||
419 | 1.f); | ||
420 | if (!arrow) | ||
421 | { | ||
422 | arrow = SceneManager->getMesh ( "__tag_show" ); | ||
423 | } | ||
424 | IMesh *arrowMesh = arrow->getMesh(0); | ||
425 | |||
426 | core::matrix4 matr; | ||
427 | |||
428 | SMD3QuaternionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList( | ||
429 | (s32)getFrameNr(), 255, | ||
430 | getStartFrame(), getEndFrame()); | ||
431 | if (taglist) | ||
432 | { | ||
433 | for ( u32 ts = 0; ts != taglist->size(); ++ts ) | ||
434 | { | ||
435 | (*taglist)[ts].setto(matr); | ||
436 | |||
437 | driver->setTransform(video::ETS_WORLD, matr ); | ||
438 | |||
439 | for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a ) | ||
440 | driver->drawMeshBuffer(arrowMesh->getMeshBuffer(a)); | ||
441 | } | ||
442 | } | ||
443 | } | ||
444 | } | ||
445 | |||
446 | // show mesh | ||
447 | if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) | ||
448 | { | ||
449 | debug_mat.Lighting = false; | ||
450 | debug_mat.Wireframe = true; | ||
451 | debug_mat.ZBuffer = video::ECFN_NEVER; | ||
452 | driver->setMaterial(debug_mat); | ||
453 | |||
454 | for (u32 g=0; g<m->getMeshBufferCount(); ++g) | ||
455 | { | ||
456 | const IMeshBuffer* mb = m->getMeshBuffer(g); | ||
457 | if (RenderFromIdentity) | ||
458 | driver->setTransform(video::ETS_WORLD, core::IdentityMatrix ); | ||
459 | else if (Mesh->getMeshType() == EAMT_SKINNED) | ||
460 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation); | ||
461 | driver->drawMeshBuffer(mb); | ||
462 | } | ||
463 | } | ||
464 | } | ||
465 | } | ||
466 | |||
467 | |||
468 | //! Returns the current start frame number. | ||
469 | s32 CAnimatedMeshSceneNode::getStartFrame() const | ||
470 | { | ||
471 | return StartFrame; | ||
472 | } | ||
473 | |||
474 | |||
475 | //! Returns the current start frame number. | ||
476 | s32 CAnimatedMeshSceneNode::getEndFrame() const | ||
477 | { | ||
478 | return EndFrame; | ||
479 | } | ||
480 | |||
481 | |||
482 | //! sets the frames between the animation is looped. | ||
483 | //! the default is 0 - MaximalFrameCount of the mesh. | ||
484 | bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end) | ||
485 | { | ||
486 | const s32 maxFrameCount = Mesh->getFrameCount() - 1; | ||
487 | if (end < begin) | ||
488 | { | ||
489 | StartFrame = core::s32_clamp(end, 0, maxFrameCount); | ||
490 | EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount); | ||
491 | } | ||
492 | else | ||
493 | { | ||
494 | StartFrame = core::s32_clamp(begin, 0, maxFrameCount); | ||
495 | EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount); | ||
496 | } | ||
497 | if (FramesPerSecond < 0) | ||
498 | setCurrentFrame((f32)EndFrame); | ||
499 | else | ||
500 | setCurrentFrame((f32)StartFrame); | ||
501 | |||
502 | return true; | ||
503 | } | ||
504 | |||
505 | |||
506 | //! sets the speed with witch the animation is played | ||
507 | void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond) | ||
508 | { | ||
509 | FramesPerSecond = framesPerSecond * 0.001f; | ||
510 | } | ||
511 | |||
512 | |||
513 | f32 CAnimatedMeshSceneNode::getAnimationSpeed() const | ||
514 | { | ||
515 | return FramesPerSecond * 1000.f; | ||
516 | } | ||
517 | |||
518 | |||
519 | //! returns the axis aligned bounding box of this node | ||
520 | const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const | ||
521 | { | ||
522 | return Box; | ||
523 | } | ||
524 | |||
525 | |||
526 | //! returns the material based on the zero based index i. To get the amount | ||
527 | //! of materials used by this scene node, use getMaterialCount(). | ||
528 | //! This function is needed for inserting the node into the scene hirachy on a | ||
529 | //! optimal position for minimizing renderstate changes, but can also be used | ||
530 | //! to directly modify the material of a scene node. | ||
531 | video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i) | ||
532 | { | ||
533 | if (i >= Materials.size()) | ||
534 | return ISceneNode::getMaterial(i); | ||
535 | |||
536 | return Materials[i]; | ||
537 | } | ||
538 | |||
539 | |||
540 | |||
541 | //! returns amount of materials used by this scene node. | ||
542 | u32 CAnimatedMeshSceneNode::getMaterialCount() const | ||
543 | { | ||
544 | return Materials.size(); | ||
545 | } | ||
546 | |||
547 | |||
548 | //! Creates shadow volume scene node as child of this node | ||
549 | //! and returns a pointer to it. | ||
550 | IShadowVolumeSceneNode* CAnimatedMeshSceneNode::addShadowVolumeSceneNode( | ||
551 | const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity) | ||
552 | { | ||
553 | if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER)) | ||
554 | return 0; | ||
555 | |||
556 | if (!shadowMesh) | ||
557 | shadowMesh = Mesh; // if null is given, use the mesh of node | ||
558 | |||
559 | if (Shadow) | ||
560 | Shadow->drop(); | ||
561 | |||
562 | Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity); | ||
563 | return Shadow; | ||
564 | } | ||
565 | |||
566 | //! Returns a pointer to a child node, which has the same transformation as | ||
567 | //! the corresponding joint, if the mesh in this scene node is a skinned mesh. | ||
568 | IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName) | ||
569 | { | ||
570 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
571 | os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING); | ||
572 | return 0; | ||
573 | #else | ||
574 | |||
575 | if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) | ||
576 | { | ||
577 | os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING); | ||
578 | return 0; | ||
579 | } | ||
580 | |||
581 | checkJoints(); | ||
582 | |||
583 | ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh; | ||
584 | |||
585 | const s32 number = skinnedMesh->getJointNumber(jointName); | ||
586 | |||
587 | if (number == -1) | ||
588 | { | ||
589 | os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG); | ||
590 | return 0; | ||
591 | } | ||
592 | |||
593 | if ((s32)JointChildSceneNodes.size() <= number) | ||
594 | { | ||
595 | os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING); | ||
596 | return 0; | ||
597 | } | ||
598 | |||
599 | return JointChildSceneNodes[number]; | ||
600 | #endif | ||
601 | } | ||
602 | |||
603 | |||
604 | |||
605 | //! Returns a pointer to a child node, which has the same transformation as | ||
606 | //! the corresponding joint, if the mesh in this scene node is a skinned mesh. | ||
607 | IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID) | ||
608 | { | ||
609 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
610 | os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING); | ||
611 | return 0; | ||
612 | #else | ||
613 | |||
614 | if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) | ||
615 | { | ||
616 | os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING); | ||
617 | return 0; | ||
618 | } | ||
619 | |||
620 | checkJoints(); | ||
621 | |||
622 | if (JointChildSceneNodes.size() <= jointID) | ||
623 | { | ||
624 | os::Printer::log("Joint not loaded into node", ELL_WARNING); | ||
625 | return 0; | ||
626 | } | ||
627 | |||
628 | return JointChildSceneNodes[jointID]; | ||
629 | #endif | ||
630 | } | ||
631 | |||
632 | //! Gets joint count. | ||
633 | u32 CAnimatedMeshSceneNode::getJointCount() const | ||
634 | { | ||
635 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
636 | return 0; | ||
637 | #else | ||
638 | |||
639 | if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) | ||
640 | return 0; | ||
641 | |||
642 | ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh; | ||
643 | |||
644 | return skinnedMesh->getJointCount(); | ||
645 | #endif | ||
646 | } | ||
647 | |||
648 | |||
649 | //! Returns a pointer to a child node, which has the same transformation as | ||
650 | //! the corresponding joint, if the mesh in this scene node is a ms3d mesh. | ||
651 | ISceneNode* CAnimatedMeshSceneNode::getMS3DJointNode(const c8* jointName) | ||
652 | { | ||
653 | return getJointNode(jointName); | ||
654 | } | ||
655 | |||
656 | |||
657 | //! Returns a pointer to a child node, which has the same transformation as | ||
658 | //! the corresponding joint, if the mesh in this scene node is a .x mesh. | ||
659 | ISceneNode* CAnimatedMeshSceneNode::getXJointNode(const c8* jointName) | ||
660 | { | ||
661 | return getJointNode(jointName); | ||
662 | } | ||
663 | |||
664 | //! Removes a child from this scene node. | ||
665 | //! Implemented here, to be able to remove the shadow properly, if there is one, | ||
666 | //! or to remove attached childs. | ||
667 | bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child) | ||
668 | { | ||
669 | if (child && Shadow == child) | ||
670 | { | ||
671 | Shadow->drop(); | ||
672 | Shadow = 0; | ||
673 | } | ||
674 | |||
675 | if (ISceneNode::removeChild(child)) | ||
676 | { | ||
677 | if (JointsUsed) //stop weird bugs caused while changing parents as the joints are being created | ||
678 | { | ||
679 | for (u32 i=0; i<JointChildSceneNodes.size(); ++i) | ||
680 | { | ||
681 | if (JointChildSceneNodes[i] == child) | ||
682 | { | ||
683 | JointChildSceneNodes[i] = 0; //remove link to child | ||
684 | break; | ||
685 | } | ||
686 | } | ||
687 | } | ||
688 | return true; | ||
689 | } | ||
690 | |||
691 | return false; | ||
692 | } | ||
693 | |||
694 | |||
695 | //! Starts a MD2 animation. | ||
696 | bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim) | ||
697 | { | ||
698 | if (!Mesh || Mesh->getMeshType() != EAMT_MD2) | ||
699 | return false; | ||
700 | |||
701 | IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh; | ||
702 | |||
703 | s32 begin, end, speed; | ||
704 | md->getFrameLoop(anim, begin, end, speed); | ||
705 | |||
706 | setAnimationSpeed( f32(speed) ); | ||
707 | setFrameLoop(begin, end); | ||
708 | return true; | ||
709 | } | ||
710 | |||
711 | |||
712 | //! Starts a special MD2 animation. | ||
713 | bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName) | ||
714 | { | ||
715 | if (!Mesh || Mesh->getMeshType() != EAMT_MD2) | ||
716 | return false; | ||
717 | |||
718 | IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh; | ||
719 | |||
720 | s32 begin, end, speed; | ||
721 | if (!md->getFrameLoop(animationName, begin, end, speed)) | ||
722 | return false; | ||
723 | |||
724 | setAnimationSpeed( (f32)speed ); | ||
725 | setFrameLoop(begin, end); | ||
726 | return true; | ||
727 | } | ||
728 | |||
729 | |||
730 | //! Sets looping mode which is on by default. If set to false, | ||
731 | //! animations will not be looped. | ||
732 | void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped) | ||
733 | { | ||
734 | Looping = playAnimationLooped; | ||
735 | } | ||
736 | |||
737 | //! returns the current loop mode | ||
738 | bool CAnimatedMeshSceneNode::getLoopMode() const | ||
739 | { | ||
740 | return Looping; | ||
741 | } | ||
742 | |||
743 | |||
744 | //! Sets a callback interface which will be called if an animation | ||
745 | //! playback has ended. Set this to 0 to disable the callback again. | ||
746 | void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack* callback) | ||
747 | { | ||
748 | if (callback == LoopCallBack) | ||
749 | return; | ||
750 | |||
751 | if (LoopCallBack) | ||
752 | LoopCallBack->drop(); | ||
753 | |||
754 | LoopCallBack = callback; | ||
755 | |||
756 | if (LoopCallBack) | ||
757 | LoopCallBack->grab(); | ||
758 | } | ||
759 | |||
760 | |||
761 | //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. | ||
762 | void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly) | ||
763 | { | ||
764 | ReadOnlyMaterials = readonly; | ||
765 | } | ||
766 | |||
767 | |||
768 | //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style | ||
769 | bool CAnimatedMeshSceneNode::isReadOnlyMaterials() const | ||
770 | { | ||
771 | return ReadOnlyMaterials; | ||
772 | } | ||
773 | |||
774 | |||
775 | //! Writes attributes of the scene node. | ||
776 | void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const | ||
777 | { | ||
778 | IAnimatedMeshSceneNode::serializeAttributes(out, options); | ||
779 | |||
780 | if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename) | ||
781 | { | ||
782 | const io::path path = SceneManager->getFileSystem()->getRelativeFilename( | ||
783 | SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()), | ||
784 | options->Filename); | ||
785 | out->addString("Mesh", path.c_str()); | ||
786 | } | ||
787 | else | ||
788 | out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str()); | ||
789 | out->addBool("Looping", Looping); | ||
790 | out->addBool("ReadOnlyMaterials", ReadOnlyMaterials); | ||
791 | out->addFloat("FramesPerSecond", FramesPerSecond); | ||
792 | out->addInt("StartFrame", StartFrame); | ||
793 | out->addInt("EndFrame", EndFrame); | ||
794 | } | ||
795 | |||
796 | |||
797 | //! Reads attributes of the scene node. | ||
798 | void CAnimatedMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) | ||
799 | { | ||
800 | IAnimatedMeshSceneNode::deserializeAttributes(in, options); | ||
801 | |||
802 | io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh); | ||
803 | io::path newMeshStr = in->getAttributeAsString("Mesh"); | ||
804 | |||
805 | Looping = in->getAttributeAsBool("Looping"); | ||
806 | ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); | ||
807 | FramesPerSecond = in->getAttributeAsFloat("FramesPerSecond"); | ||
808 | StartFrame = in->getAttributeAsInt("StartFrame"); | ||
809 | EndFrame = in->getAttributeAsInt("EndFrame"); | ||
810 | |||
811 | if (newMeshStr != "" && oldMeshStr != newMeshStr) | ||
812 | { | ||
813 | IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); | ||
814 | |||
815 | if (newAnimatedMesh) | ||
816 | setMesh(newAnimatedMesh); | ||
817 | } | ||
818 | |||
819 | // TODO: read animation names instead of frame begin and ends | ||
820 | } | ||
821 | |||
822 | |||
823 | //! Sets a new mesh | ||
824 | void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh) | ||
825 | { | ||
826 | if (!mesh) | ||
827 | return; // won't set null mesh | ||
828 | |||
829 | if (Mesh != mesh) | ||
830 | { | ||
831 | if (Mesh) | ||
832 | Mesh->drop(); | ||
833 | |||
834 | Mesh = mesh; | ||
835 | |||
836 | // grab the mesh (it's non-null!) | ||
837 | Mesh->grab(); | ||
838 | } | ||
839 | |||
840 | // get materials and bounding box | ||
841 | Box = Mesh->getBoundingBox(); | ||
842 | |||
843 | IMesh* m = Mesh->getMesh(0,0); | ||
844 | if (m) | ||
845 | { | ||
846 | Materials.clear(); | ||
847 | Materials.reallocate(m->getMeshBufferCount()); | ||
848 | |||
849 | for (u32 i=0; i<m->getMeshBufferCount(); ++i) | ||
850 | { | ||
851 | IMeshBuffer* mb = m->getMeshBuffer(i); | ||
852 | if (mb) | ||
853 | Materials.push_back(mb->getMaterial()); | ||
854 | else | ||
855 | Materials.push_back(video::SMaterial()); | ||
856 | } | ||
857 | } | ||
858 | |||
859 | // clean up joint nodes | ||
860 | if (JointsUsed) | ||
861 | { | ||
862 | JointsUsed=false; | ||
863 | checkJoints(); | ||
864 | } | ||
865 | |||
866 | // get start and begin time | ||
867 | // setAnimationSpeed(Mesh->getAnimationSpeed()); | ||
868 | setFrameLoop(0, Mesh->getFrameCount()); | ||
869 | } | ||
870 | |||
871 | |||
872 | // returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, | ||
873 | // or the absolutetransformation if it's a normal scenenode | ||
874 | const SMD3QuaternionTag* CAnimatedMeshSceneNode::getMD3TagTransformation(const core::stringc& tagname) | ||
875 | { | ||
876 | return MD3Special ? MD3Special->AbsoluteTagList.get(tagname) : 0; | ||
877 | } | ||
878 | |||
879 | |||
880 | //! updates the absolute position based on the relative and the parents position | ||
881 | void CAnimatedMeshSceneNode::updateAbsolutePosition() | ||
882 | { | ||
883 | IAnimatedMeshSceneNode::updateAbsolutePosition(); | ||
884 | |||
885 | if (!Mesh || Mesh->getMeshType() != EAMT_MD3) | ||
886 | return; | ||
887 | |||
888 | SMD3QuaternionTagList *taglist; | ||
889 | taglist = ( (IAnimatedMeshMD3*) Mesh )->getTagList ( (s32)getFrameNr(),255,getStartFrame (),getEndFrame () ); | ||
890 | if (taglist) | ||
891 | { | ||
892 | if (!MD3Special) | ||
893 | { | ||
894 | MD3Special = new SMD3Special(); | ||
895 | } | ||
896 | |||
897 | SMD3QuaternionTag parent ( MD3Special->Tagname ); | ||
898 | if (Parent && Parent->getType() == ESNT_ANIMATED_MESH) | ||
899 | { | ||
900 | const SMD3QuaternionTag * p = ((IAnimatedMeshSceneNode*) Parent)->getMD3TagTransformation | ||
901 | ( MD3Special->Tagname ); | ||
902 | |||
903 | if (p) | ||
904 | parent = *p; | ||
905 | } | ||
906 | |||
907 | SMD3QuaternionTag relative( RelativeTranslation, RelativeRotation ); | ||
908 | |||
909 | MD3Special->AbsoluteTagList.set_used ( taglist->size () ); | ||
910 | for ( u32 i=0; i!= taglist->size (); ++i ) | ||
911 | { | ||
912 | MD3Special->AbsoluteTagList[i].position = parent.position + (*taglist)[i].position + relative.position; | ||
913 | MD3Special->AbsoluteTagList[i].rotation = parent.rotation * (*taglist)[i].rotation * relative.rotation; | ||
914 | } | ||
915 | } | ||
916 | } | ||
917 | |||
918 | //! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set) | ||
919 | void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode) | ||
920 | { | ||
921 | checkJoints(); | ||
922 | JointMode=mode; | ||
923 | } | ||
924 | |||
925 | //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2) | ||
926 | //! you must call animateJoints(), or the mesh will not animate | ||
927 | void CAnimatedMeshSceneNode::setTransitionTime(f32 time) | ||
928 | { | ||
929 | const u32 ttime = (u32)core::floor32(time*1000.0f); | ||
930 | if (TransitionTime==ttime) | ||
931 | return; | ||
932 | TransitionTime = ttime; | ||
933 | if (ttime != 0) | ||
934 | setJointMode(EJUOR_CONTROL); | ||
935 | else | ||
936 | setJointMode(EJUOR_NONE); | ||
937 | } | ||
938 | |||
939 | |||
940 | //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected) | ||
941 | void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable) | ||
942 | { | ||
943 | RenderFromIdentity=enable; | ||
944 | } | ||
945 | |||
946 | |||
947 | //! updates the joint positions of this mesh | ||
948 | void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions) | ||
949 | { | ||
950 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
951 | return; | ||
952 | #else | ||
953 | if (Mesh && Mesh->getMeshType() == EAMT_SKINNED ) | ||
954 | { | ||
955 | checkJoints(); | ||
956 | const f32 frame = getFrameNr(); //old? | ||
957 | |||
958 | CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh); | ||
959 | |||
960 | skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes ); | ||
961 | skinnedMesh->animateMesh(frame, 1.0f); | ||
962 | skinnedMesh->recoverJointsFromMesh( JointChildSceneNodes); | ||
963 | |||
964 | //----------------------------------------- | ||
965 | // Transition | ||
966 | //----------------------------------------- | ||
967 | |||
968 | if (Transiting != 0.f) | ||
969 | { | ||
970 | // Init additional matrices | ||
971 | if (PretransitingSave.size()<JointChildSceneNodes.size()) | ||
972 | { | ||
973 | for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n) | ||
974 | PretransitingSave.push_back(core::matrix4()); | ||
975 | } | ||
976 | |||
977 | for (u32 n=0; n<JointChildSceneNodes.size(); ++n) | ||
978 | { | ||
979 | //------Position------ | ||
980 | |||
981 | JointChildSceneNodes[n]->setPosition( | ||
982 | core::lerp( | ||
983 | PretransitingSave[n].getTranslation(), | ||
984 | JointChildSceneNodes[n]->getPosition(), | ||
985 | TransitingBlend)); | ||
986 | |||
987 | //------Rotation------ | ||
988 | |||
989 | //Code is slow, needs to be fixed up | ||
990 | |||
991 | const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees()*core::DEGTORAD); | ||
992 | const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation()*core::DEGTORAD); | ||
993 | |||
994 | core::quaternion QRotation; | ||
995 | QRotation.slerp(RotationStart, RotationEnd, TransitingBlend); | ||
996 | |||
997 | core::vector3df tmpVector; | ||
998 | QRotation.toEuler(tmpVector); | ||
999 | tmpVector*=core::RADTODEG; //convert from radians back to degrees | ||
1000 | JointChildSceneNodes[n]->setRotation( tmpVector ); | ||
1001 | |||
1002 | //------Scale------ | ||
1003 | |||
1004 | //JointChildSceneNodes[n]->setScale( | ||
1005 | // core::lerp( | ||
1006 | // PretransitingSave[n].getScale(), | ||
1007 | // JointChildSceneNodes[n]->getScale(), | ||
1008 | // TransitingBlend)); | ||
1009 | } | ||
1010 | } | ||
1011 | |||
1012 | if (CalculateAbsolutePositions) | ||
1013 | { | ||
1014 | //---slow--- | ||
1015 | for (u32 n=0;n<JointChildSceneNodes.size();++n) | ||
1016 | { | ||
1017 | if (JointChildSceneNodes[n]->getParent()==this) | ||
1018 | { | ||
1019 | JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option | ||
1020 | } | ||
1021 | } | ||
1022 | } | ||
1023 | } | ||
1024 | #endif | ||
1025 | } | ||
1026 | |||
1027 | /*! | ||
1028 | */ | ||
1029 | void CAnimatedMeshSceneNode::checkJoints() | ||
1030 | { | ||
1031 | #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ | ||
1032 | return; | ||
1033 | #else | ||
1034 | |||
1035 | if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) | ||
1036 | return; | ||
1037 | |||
1038 | if (!JointsUsed) | ||
1039 | { | ||
1040 | for (u32 i=0; i<JointChildSceneNodes.size(); ++i) | ||
1041 | removeChild(JointChildSceneNodes[i]); | ||
1042 | JointChildSceneNodes.clear(); | ||
1043 | |||
1044 | //Create joints for SkinnedMesh | ||
1045 | ((CSkinnedMesh*)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager); | ||
1046 | ((CSkinnedMesh*)Mesh)->recoverJointsFromMesh(JointChildSceneNodes); | ||
1047 | |||
1048 | JointsUsed=true; | ||
1049 | JointMode=EJUOR_READ; | ||
1050 | } | ||
1051 | #endif | ||
1052 | } | ||
1053 | |||
1054 | /*! | ||
1055 | */ | ||
1056 | void CAnimatedMeshSceneNode::beginTransition() | ||
1057 | { | ||
1058 | if (!JointsUsed) | ||
1059 | return; | ||
1060 | |||
1061 | if (TransitionTime != 0) | ||
1062 | { | ||
1063 | //Check the array is big enough | ||
1064 | if (PretransitingSave.size()<JointChildSceneNodes.size()) | ||
1065 | { | ||
1066 | for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n) | ||
1067 | PretransitingSave.push_back(core::matrix4()); | ||
1068 | } | ||
1069 | |||
1070 | //Copy the position of joints | ||
1071 | for (u32 n=0;n<JointChildSceneNodes.size();++n) | ||
1072 | PretransitingSave[n]=JointChildSceneNodes[n]->getRelativeTransformation(); | ||
1073 | |||
1074 | Transiting = core::reciprocal((f32)TransitionTime); | ||
1075 | } | ||
1076 | TransitingBlend = 0.f; | ||
1077 | } | ||
1078 | |||
1079 | |||
1080 | /*! | ||
1081 | */ | ||
1082 | ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager) | ||
1083 | { | ||
1084 | if (!newParent) | ||
1085 | newParent = Parent; | ||
1086 | if (!newManager) | ||
1087 | newManager = SceneManager; | ||
1088 | |||
1089 | CAnimatedMeshSceneNode* newNode = | ||
1090 | new CAnimatedMeshSceneNode(Mesh, NULL, newManager, ID, RelativeTranslation, | ||
1091 | RelativeRotation, RelativeScale); | ||
1092 | |||
1093 | if (newParent) | ||
1094 | { | ||
1095 | newNode->setParent(newParent); // not in constructor because virtual overload for updateAbsolutePosition won't be called | ||
1096 | newNode->drop(); | ||
1097 | } | ||
1098 | |||
1099 | newNode->cloneMembers(this, newManager); | ||
1100 | |||
1101 | newNode->Materials = Materials; | ||
1102 | newNode->Box = Box; | ||
1103 | newNode->Mesh = Mesh; | ||
1104 | newNode->StartFrame = StartFrame; | ||
1105 | newNode->EndFrame = EndFrame; | ||
1106 | newNode->FramesPerSecond = FramesPerSecond; | ||
1107 | newNode->CurrentFrameNr = CurrentFrameNr; | ||
1108 | newNode->JointMode = JointMode; | ||
1109 | newNode->JointsUsed = JointsUsed; | ||
1110 | newNode->TransitionTime = TransitionTime; | ||
1111 | newNode->Transiting = Transiting; | ||
1112 | newNode->TransitingBlend = TransitingBlend; | ||
1113 | newNode->Looping = Looping; | ||
1114 | newNode->ReadOnlyMaterials = ReadOnlyMaterials; | ||
1115 | newNode->LoopCallBack = LoopCallBack; | ||
1116 | newNode->PassCount = PassCount; | ||
1117 | newNode->Shadow = Shadow; | ||
1118 | newNode->Shadow->grab(); | ||
1119 | newNode->JointChildSceneNodes = JointChildSceneNodes; | ||
1120 | newNode->PretransitingSave = PretransitingSave; | ||
1121 | newNode->RenderFromIdentity = RenderFromIdentity; | ||
1122 | newNode->MD3Special = MD3Special; | ||
1123 | |||
1124 | return newNode; | ||
1125 | } | ||
1126 | |||
1127 | |||
1128 | } // end namespace scene | ||
1129 | } // end namespace irr | ||