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. --- libraries/irrlicht-1.8.1/include/ISkinnedMesh.h | 219 ------------------------ 1 file changed, 219 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/include/ISkinnedMesh.h (limited to 'libraries/irrlicht-1.8.1/include/ISkinnedMesh.h') diff --git a/libraries/irrlicht-1.8.1/include/ISkinnedMesh.h b/libraries/irrlicht-1.8.1/include/ISkinnedMesh.h deleted file mode 100644 index 03f5016..0000000 --- a/libraries/irrlicht-1.8.1/include/ISkinnedMesh.h +++ /dev/null @@ -1,219 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_SKINNED_MESH_H_INCLUDED__ -#define __I_SKINNED_MESH_H_INCLUDED__ - -#include "irrArray.h" -#include "IBoneSceneNode.h" -#include "IAnimatedMesh.h" -#include "SSkinMeshBuffer.h" - -namespace irr -{ -namespace scene -{ - - enum E_INTERPOLATION_MODE - { - // constant does use the current key-values without interpolation - EIM_CONSTANT = 0, - - // linear interpolation - EIM_LINEAR, - - //! count of all available interpolation modes - EIM_COUNT - }; - - - //! Interface for using some special functions of Skinned meshes - class ISkinnedMesh : public IAnimatedMesh - { - public: - - //! Gets joint count. - /** \return Amount of joints in the skeletal animated mesh. */ - virtual u32 getJointCount() const = 0; - - //! Gets the name of a joint. - /** \param number: Zero based index of joint. The last joint - has the number getJointCount()-1; - \return Name of joint and null if an error happened. */ - virtual const c8* getJointName(u32 number) const = 0; - - //! Gets a joint number from its name - /** \param name: Name of the joint. - \return Number of the joint or -1 if not found. */ - virtual s32 getJointNumber(const c8* name) const = 0; - - //! Use animation from another mesh - /** The animation is linked (not copied) based on joint names - so make sure they are unique. - \return True if all joints in this mesh were - matched up (empty names will not be matched, and it's case - sensitive). Unmatched joints will not be animated. */ - virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0; - - //! Update Normals when Animating - /** \param on If false don't animate, which is faster. - Else update normals, which allows for proper lighting of - animated meshes. */ - virtual void updateNormalsWhenAnimating(bool on) = 0; - - //! Sets Interpolation Mode - virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0; - - //! Animates this mesh's joints based on frame input - virtual void animateMesh(f32 frame, f32 blend)=0; - - //! Preforms a software skin on this mesh based of joint positions - virtual void skinMesh() = 0; - - //! converts the vertex type of all meshbuffers to tangents. - /** E.g. used for bump mapping. */ - virtual void convertMeshToTangents() = 0; - - //! Allows to enable hardware skinning. - /* This feature is not implementated in Irrlicht yet */ - virtual bool setHardwareSkinning(bool on) = 0; - - //! A vertex weight - struct SWeight - { - //! Index of the mesh buffer - u16 buffer_id; //I doubt 32bits is needed - - //! Index of the vertex - u32 vertex_id; //Store global ID here - - //! Weight Strength/Percentage (0-1) - f32 strength; - - private: - //! Internal members used by CSkinnedMesh - friend class CSkinnedMesh; - bool *Moved; - core::vector3df StaticPos; - core::vector3df StaticNormal; - }; - - - //! Animation keyframe which describes a new position - struct SPositionKey - { - f32 frame; - core::vector3df position; - }; - - //! Animation keyframe which describes a new scale - struct SScaleKey - { - f32 frame; - core::vector3df scale; - }; - - //! Animation keyframe which describes a new rotation - struct SRotationKey - { - f32 frame; - core::quaternion rotation; - }; - - //! Joints - struct SJoint - { - SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false), - positionHint(-1),scaleHint(-1),rotationHint(-1) - { - } - - //! The name of this joint - core::stringc Name; - - //! Local matrix of this joint - core::matrix4 LocalMatrix; - - //! List of child joints - core::array Children; - - //! List of attached meshes - core::array AttachedMeshes; - - //! Animation keys causing translation change - core::array PositionKeys; - - //! Animation keys causing scale change - core::array ScaleKeys; - - //! Animation keys causing rotation change - core::array RotationKeys; - - //! Skin weights - core::array Weights; - - //! Unnecessary for loaders, will be overwritten on finalize - core::matrix4 GlobalMatrix; - core::matrix4 GlobalAnimatedMatrix; - core::matrix4 LocalAnimatedMatrix; - core::vector3df Animatedposition; - core::vector3df Animatedscale; - core::quaternion Animatedrotation; - - core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this - - private: - //! Internal members used by CSkinnedMesh - friend class CSkinnedMesh; - - SJoint *UseAnimationFrom; - bool GlobalSkinningSpace; - - s32 positionHint; - s32 scaleHint; - s32 rotationHint; - }; - - - //Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_ - - //these functions will use the needed arrays, set values, etc to help the loaders - - //! exposed for loaders: to add mesh buffers - virtual core::array& getMeshBuffers() = 0; - - //! exposed for loaders: joints list - virtual core::array& getAllJoints() = 0; - - //! exposed for loaders: joints list - virtual const core::array& getAllJoints() const = 0; - - //! loaders should call this after populating the mesh - virtual void finalize() = 0; - - //! Adds a new meshbuffer to the mesh, access it as last one - virtual SSkinMeshBuffer* addMeshBuffer() = 0; - - //! Adds a new joint to the mesh, access it as last one - virtual SJoint* addJoint(SJoint *parent=0) = 0; - - //! Adds a new weight to the mesh, access it as last one - virtual SWeight* addWeight(SJoint *joint) = 0; - - //! Adds a new position key to the mesh, access it as last one - virtual SPositionKey* addPositionKey(SJoint *joint) = 0; - //! Adds a new scale key to the mesh, access it as last one - virtual SScaleKey* addScaleKey(SJoint *joint) = 0; - //! Adds a new rotation key to the mesh, access it as last one - virtual SRotationKey* addRotationKey(SJoint *joint) = 0; - - //! Check if the mesh is non-animated - virtual bool isStatic()=0; - }; - -} // end namespace scene -} // end namespace irr - -#endif - -- cgit v1.1