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-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CSkinnedMesh.h | 215 |
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diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CSkinnedMesh.h b/libraries/irrlicht-1.8/source/Irrlicht/CSkinnedMesh.h new file mode 100644 index 0000000..cb3665c --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CSkinnedMesh.h | |||
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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 | //New skinned mesh | ||
6 | |||
7 | #ifndef __C_SKINNED_MESH_H_INCLUDED__ | ||
8 | #define __C_SKINNED_MESH_H_INCLUDED__ | ||
9 | |||
10 | #include "ISkinnedMesh.h" | ||
11 | #include "SMeshBuffer.h" | ||
12 | #include "S3DVertex.h" | ||
13 | #include "irrString.h" | ||
14 | #include "matrix4.h" | ||
15 | #include "quaternion.h" | ||
16 | |||
17 | namespace irr | ||
18 | { | ||
19 | namespace scene | ||
20 | { | ||
21 | |||
22 | class IAnimatedMeshSceneNode; | ||
23 | class IBoneSceneNode; | ||
24 | |||
25 | class CSkinnedMesh: public ISkinnedMesh | ||
26 | { | ||
27 | public: | ||
28 | |||
29 | //! constructor | ||
30 | CSkinnedMesh(); | ||
31 | |||
32 | //! destructor | ||
33 | virtual ~CSkinnedMesh(); | ||
34 | |||
35 | //! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh. | ||
36 | virtual u32 getFrameCount() const; | ||
37 | |||
38 | //! Gets the default animation speed of the animated mesh. | ||
39 | /** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */ | ||
40 | virtual f32 getAnimationSpeed() const; | ||
41 | |||
42 | //! Gets the frame count of the animated mesh. | ||
43 | /** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated. | ||
44 | The actual speed is set in the scene node the mesh is instantiated in.*/ | ||
45 | virtual void setAnimationSpeed(f32 fps); | ||
46 | |||
47 | //! returns the animated mesh based on a detail level (which is ignored) | ||
48 | virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1); | ||
49 | |||
50 | //! Animates this mesh's joints based on frame input | ||
51 | //! blend: {0-old position, 1-New position} | ||
52 | virtual void animateMesh(f32 frame, f32 blend); | ||
53 | |||
54 | //! Preforms a software skin on this mesh based of joint positions | ||
55 | virtual void skinMesh(); | ||
56 | |||
57 | //! returns amount of mesh buffers. | ||
58 | virtual u32 getMeshBufferCount() const; | ||
59 | |||
60 | //! returns pointer to a mesh buffer | ||
61 | virtual IMeshBuffer* getMeshBuffer(u32 nr) const; | ||
62 | |||
63 | //! Returns pointer to a mesh buffer which fits a material | ||
64 | /** \param material: material to search for | ||
65 | \return Returns the pointer to the mesh buffer or | ||
66 | NULL if there is no such mesh buffer. */ | ||
67 | virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const; | ||
68 | |||
69 | //! returns an axis aligned bounding box | ||
70 | virtual const core::aabbox3d<f32>& getBoundingBox() const; | ||
71 | |||
72 | //! set user axis aligned bounding box | ||
73 | virtual void setBoundingBox( const core::aabbox3df& box); | ||
74 | |||
75 | //! sets a flag of all contained materials to a new value | ||
76 | virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue); | ||
77 | |||
78 | //! set the hardware mapping hint, for driver | ||
79 | virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); | ||
80 | |||
81 | //! flags the meshbuffer as changed, reloads hardware buffers | ||
82 | virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); | ||
83 | |||
84 | //! Returns the type of the animated mesh. | ||
85 | virtual E_ANIMATED_MESH_TYPE getMeshType() const; | ||
86 | |||
87 | //! Gets joint count. | ||
88 | virtual u32 getJointCount() const; | ||
89 | |||
90 | //! Gets the name of a joint. | ||
91 | virtual const c8* getJointName(u32 number) const; | ||
92 | |||
93 | //! Gets a joint number from its name | ||
94 | virtual s32 getJointNumber(const c8* name) const; | ||
95 | |||
96 | //! uses animation from another mesh | ||
97 | virtual bool useAnimationFrom(const ISkinnedMesh *mesh); | ||
98 | |||
99 | //! Update Normals when Animating | ||
100 | //! False= Don't (default) | ||
101 | //! True = Update normals, slower | ||
102 | virtual void updateNormalsWhenAnimating(bool on); | ||
103 | |||
104 | //! Sets Interpolation Mode | ||
105 | virtual void setInterpolationMode(E_INTERPOLATION_MODE mode); | ||
106 | |||
107 | //! Convertes the mesh to contain tangent information | ||
108 | virtual void convertMeshToTangents(); | ||
109 | |||
110 | //! Does the mesh have no animation | ||
111 | virtual bool isStatic(); | ||
112 | |||
113 | //! (This feature is not implemented in irrlicht yet) | ||
114 | virtual bool setHardwareSkinning(bool on); | ||
115 | |||
116 | //Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_ | ||
117 | //these functions will use the needed arrays, set values, etc to help the loaders | ||
118 | |||
119 | //! exposed for loaders to add mesh buffers | ||
120 | virtual core::array<SSkinMeshBuffer*> &getMeshBuffers(); | ||
121 | |||
122 | //! alternative method for adding joints | ||
123 | virtual core::array<SJoint*> &getAllJoints(); | ||
124 | |||
125 | //! alternative method for adding joints | ||
126 | virtual const core::array<SJoint*> &getAllJoints() const; | ||
127 | |||
128 | //! loaders should call this after populating the mesh | ||
129 | virtual void finalize(); | ||
130 | |||
131 | //! Adds a new meshbuffer to the mesh, access it as last one | ||
132 | virtual SSkinMeshBuffer *addMeshBuffer(); | ||
133 | |||
134 | //! Adds a new joint to the mesh, access it as last one | ||
135 | virtual SJoint *addJoint(SJoint *parent=0); | ||
136 | |||
137 | //! Adds a new position key to the mesh, access it as last one | ||
138 | virtual SPositionKey *addPositionKey(SJoint *joint); | ||
139 | //! Adds a new rotation key to the mesh, access it as last one | ||
140 | virtual SRotationKey *addRotationKey(SJoint *joint); | ||
141 | //! Adds a new scale key to the mesh, access it as last one | ||
142 | virtual SScaleKey *addScaleKey(SJoint *joint); | ||
143 | |||
144 | //! Adds a new weight to the mesh, access it as last one | ||
145 | virtual SWeight *addWeight(SJoint *joint); | ||
146 | |||
147 | virtual void updateBoundingBox(void); | ||
148 | |||
149 | //! Recovers the joints from the mesh | ||
150 | void recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes); | ||
151 | |||
152 | //! Tranfers the joint data to the mesh | ||
153 | void transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes); | ||
154 | |||
155 | //! Tranfers the joint hints to the mesh | ||
156 | void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes); | ||
157 | |||
158 | //! Creates an array of joints from this mesh as children of node | ||
159 | void addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes, | ||
160 | IAnimatedMeshSceneNode* node, | ||
161 | ISceneManager* smgr); | ||
162 | |||
163 | private: | ||
164 | void checkForAnimation(); | ||
165 | |||
166 | void normalizeWeights(); | ||
167 | |||
168 | void buildAllLocalAnimatedMatrices(); | ||
169 | |||
170 | void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0); | ||
171 | |||
172 | void getFrameData(f32 frame, SJoint *Node, | ||
173 | core::vector3df &position, s32 &positionHint, | ||
174 | core::vector3df &scale, s32 &scaleHint, | ||
175 | core::quaternion &rotation, s32 &rotationHint); | ||
176 | |||
177 | void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint); | ||
178 | |||
179 | void skinJoint(SJoint *Joint, SJoint *ParentJoint); | ||
180 | |||
181 | void calculateTangents(core::vector3df& normal, | ||
182 | core::vector3df& tangent, core::vector3df& binormal, | ||
183 | core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3, | ||
184 | core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3); | ||
185 | |||
186 | core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers | ||
187 | |||
188 | core::array<SSkinMeshBuffer*> LocalBuffers; | ||
189 | |||
190 | core::array<SJoint*> AllJoints; | ||
191 | core::array<SJoint*> RootJoints; | ||
192 | |||
193 | core::array< core::array<bool> > Vertices_Moved; | ||
194 | |||
195 | core::aabbox3d<f32> BoundingBox; | ||
196 | |||
197 | f32 AnimationFrames; | ||
198 | f32 FramesPerSecond; | ||
199 | |||
200 | f32 LastAnimatedFrame; | ||
201 | bool SkinnedLastFrame; | ||
202 | |||
203 | E_INTERPOLATION_MODE InterpolationMode:8; | ||
204 | |||
205 | bool HasAnimation; | ||
206 | bool PreparedForSkinning; | ||
207 | bool AnimateNormals; | ||
208 | bool HardwareSkinning; | ||
209 | }; | ||
210 | |||
211 | } // end namespace scene | ||
212 | } // end namespace irr | ||
213 | |||
214 | #endif | ||
215 | |||