From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../doc/html/_i_skinned_mesh_8h_source.html | 288 --------------------- 1 file changed, 288 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/doc/html/_i_skinned_mesh_8h_source.html (limited to 'libraries/irrlicht-1.8.1/doc/html/_i_skinned_mesh_8h_source.html') diff --git a/libraries/irrlicht-1.8.1/doc/html/_i_skinned_mesh_8h_source.html b/libraries/irrlicht-1.8.1/doc/html/_i_skinned_mesh_8h_source.html deleted file mode 100644 index 3825eb8..0000000 --- a/libraries/irrlicht-1.8.1/doc/html/_i_skinned_mesh_8h_source.html +++ /dev/null @@ -1,288 +0,0 @@ - - - - -Irrlicht 3D Engine: ISkinnedMesh.h Source File - - - - - - - - - - - - - - -
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ISkinnedMesh.h
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00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt
-00002 // This file is part of the "Irrlicht Engine".
-00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
-00004 
-00005 #ifndef __I_SKINNED_MESH_H_INCLUDED__
-00006 #define __I_SKINNED_MESH_H_INCLUDED__
-00007 
-00008 #include "irrArray.h"
-00009 #include "IBoneSceneNode.h"
-00010 #include "IAnimatedMesh.h"
-00011 #include "SSkinMeshBuffer.h"
-00012 
-00013 namespace irr
-00014 {
-00015 namespace scene
-00016 {
-00017 
-00018     enum E_INTERPOLATION_MODE
-00019     {
-00020         // constant does use the current key-values without interpolation
-00021         EIM_CONSTANT = 0,
-00022 
-00023         // linear interpolation
-00024         EIM_LINEAR,
-00025 
-00027         EIM_COUNT
-00028     };
-00029 
-00030 
-00032     class ISkinnedMesh : public IAnimatedMesh
-00033     {
-00034     public:
-00035 
-00037 
-00038         virtual u32 getJointCount() const = 0;
-00039 
-00041 
-00044         virtual const c8* getJointName(u32 number) const = 0;
-00045 
-00047 
-00049         virtual s32 getJointNumber(const c8* name) const = 0;
-00050 
-00052 
-00057         virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
-00058 
-00060 
-00063         virtual void updateNormalsWhenAnimating(bool on) = 0;
-00064 
-00066         virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
-00067 
-00069         virtual void animateMesh(f32 frame, f32 blend)=0;
-00070 
-00072         virtual void skinMesh() = 0;
-00073 
-00075 
-00076         virtual void convertMeshToTangents() = 0;
-00077 
-00079         /* This feature is not implementated in Irrlicht yet */
-00080         virtual bool setHardwareSkinning(bool on) = 0;
-00081 
-00083         struct SWeight
-00084         {
-00086             u16 buffer_id; //I doubt 32bits is needed
-00087 
-00089             u32 vertex_id; //Store global ID here
-00090 
-00092             f32 strength;
-00093 
-00094         private:
-00096             friend class CSkinnedMesh;
-00097             bool *Moved;
-00098             core::vector3df StaticPos;
-00099             core::vector3df StaticNormal;
-00100         };
-00101 
-00102 
-00104         struct SPositionKey
-00105         {
-00106             f32 frame;
-00107             core::vector3df position;
-00108         };
-00109 
-00111         struct SScaleKey
-00112         {
-00113             f32 frame;
-00114             core::vector3df scale;
-00115         };
-00116 
-00118         struct SRotationKey
-00119         {
-00120             f32 frame;
-00121             core::quaternion rotation;
-00122         };
-00123 
-00125         struct SJoint
-00126         {
-00127             SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
-00128                 positionHint(-1),scaleHint(-1),rotationHint(-1)
-00129             {
-00130             }
-00131 
-00133             core::stringc Name;
-00134 
-00136             core::matrix4 LocalMatrix;
-00137 
-00139             core::array<SJoint*> Children;
-00140 
-00142             core::array<u32> AttachedMeshes;
-00143 
-00145             core::array<SPositionKey> PositionKeys;
-00146 
-00148             core::array<SScaleKey> ScaleKeys;
-00149 
-00151             core::array<SRotationKey> RotationKeys;
-00152 
-00154             core::array<SWeight> Weights;
-00155 
-00157             core::matrix4 GlobalMatrix;
-00158             core::matrix4 GlobalAnimatedMatrix;
-00159             core::matrix4 LocalAnimatedMatrix;
-00160             core::vector3df Animatedposition;
-00161             core::vector3df Animatedscale;
-00162             core::quaternion Animatedrotation;
-00163 
-00164             core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
-00165 
-00166         private:
-00168             friend class CSkinnedMesh;
-00169 
-00170             SJoint *UseAnimationFrom;
-00171             bool GlobalSkinningSpace;
-00172 
-00173             s32 positionHint;
-00174             s32 scaleHint;
-00175             s32 rotationHint;
-00176         };
-00177 
-00178 
-00179         //Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
-00180 
-00181         //these functions will use the needed arrays, set values, etc to help the loaders
-00182 
-00184         virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
-00185 
-00187         virtual core::array<SJoint*>& getAllJoints() = 0;
-00188 
-00190         virtual const core::array<SJoint*>& getAllJoints() const = 0;
-00191 
-00193         virtual void finalize() = 0;
-00194 
-00196         virtual SSkinMeshBuffer* addMeshBuffer() = 0;
-00197 
-00199         virtual SJoint* addJoint(SJoint *parent=0) = 0;
-00200 
-00202         virtual SWeight* addWeight(SJoint *joint) = 0;
-00203 
-00205         virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
-00207         virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
-00209         virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
-00210 
-00212         virtual bool isStatic()=0;
-00213     };
-00214 
-00215 } // end namespace scene
-00216 } // end namespace irr
-00217 
-00218 #endif
-00219 
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