From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/IBoneSceneNode.h | 216 ++++++++++++------------ 1 file changed, 108 insertions(+), 108 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IBoneSceneNode.h') diff --git a/libraries/irrlicht-1.8/include/IBoneSceneNode.h b/libraries/irrlicht-1.8/include/IBoneSceneNode.h index 6342668..d0063b4 100644 --- a/libraries/irrlicht-1.8/include/IBoneSceneNode.h +++ b/libraries/irrlicht-1.8/include/IBoneSceneNode.h @@ -1,108 +1,108 @@ -// 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_BONE_SCENE_NODE_H_INCLUDED__ -#define __I_BONE_SCENE_NODE_H_INCLUDED__ - -#include "ISceneNode.h" - -namespace irr -{ -namespace scene -{ - - //! Enumeration for different bone animation modes - enum E_BONE_ANIMATION_MODE - { - //! The bone is usually animated, unless it's parent is not animated - EBAM_AUTOMATIC=0, - - //! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward - EBAM_ANIMATED, - - //! The bone is not animated by the skin - EBAM_UNANIMATED, - - //! Not an animation mode, just here to count the available modes - EBAM_COUNT - - }; - - enum E_BONE_SKINNING_SPACE - { - //! local skinning, standard - EBSS_LOCAL=0, - - //! global skinning - EBSS_GLOBAL, - - EBSS_COUNT - }; - - //! Names for bone animation modes - const c8* const BoneAnimationModeNames[] = - { - "automatic", - "animated", - "unanimated", - 0, - }; - - - //! Interface for bones used for skeletal animation. - /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */ - class IBoneSceneNode : public ISceneNode - { - public: - - IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) : - ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { } - - //! Get the name of the bone - /** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */ - _IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); } - - //! Get the index of the bone - virtual u32 getBoneIndex() const = 0; - - //! Sets the animation mode of the bone. - /** \return True if successful. (Unused) */ - virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0; - - //! Gets the current animation mode of the bone - virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0; - - //! Get the axis aligned bounding box of this node - virtual const core::aabbox3d& getBoundingBox() const = 0; - - //! Returns the relative transformation of the scene node. - //virtual core::matrix4 getRelativeTransformation() const = 0; - - //! The animation method. - virtual void OnAnimate(u32 timeMs) =0; - - //! The render method. - /** Does nothing as bones are not visible. */ - virtual void render() { } - - //! How the relative transformation of the bone is used - virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0; - - //! How the relative transformation of the bone is used - virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0; - - //! Updates the absolute position based on the relative and the parents position - virtual void updateAbsolutePositionOfAllChildren()=0; - - s32 positionHint; - s32 scaleHint; - s32 rotationHint; - }; - - -} // end namespace scene -} // end namespace irr - -#endif - +// 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_BONE_SCENE_NODE_H_INCLUDED__ +#define __I_BONE_SCENE_NODE_H_INCLUDED__ + +#include "ISceneNode.h" + +namespace irr +{ +namespace scene +{ + + //! Enumeration for different bone animation modes + enum E_BONE_ANIMATION_MODE + { + //! The bone is usually animated, unless it's parent is not animated + EBAM_AUTOMATIC=0, + + //! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward + EBAM_ANIMATED, + + //! The bone is not animated by the skin + EBAM_UNANIMATED, + + //! Not an animation mode, just here to count the available modes + EBAM_COUNT + + }; + + enum E_BONE_SKINNING_SPACE + { + //! local skinning, standard + EBSS_LOCAL=0, + + //! global skinning + EBSS_GLOBAL, + + EBSS_COUNT + }; + + //! Names for bone animation modes + const c8* const BoneAnimationModeNames[] = + { + "automatic", + "animated", + "unanimated", + 0, + }; + + + //! Interface for bones used for skeletal animation. + /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */ + class IBoneSceneNode : public ISceneNode + { + public: + + IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) : + ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { } + + //! Get the name of the bone + /** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */ + _IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); } + + //! Get the index of the bone + virtual u32 getBoneIndex() const = 0; + + //! Sets the animation mode of the bone. + /** \return True if successful. (Unused) */ + virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0; + + //! Gets the current animation mode of the bone + virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0; + + //! Get the axis aligned bounding box of this node + virtual const core::aabbox3d& getBoundingBox() const = 0; + + //! Returns the relative transformation of the scene node. + //virtual core::matrix4 getRelativeTransformation() const = 0; + + //! The animation method. + virtual void OnAnimate(u32 timeMs) =0; + + //! The render method. + /** Does nothing as bones are not visible. */ + virtual void render() { } + + //! How the relative transformation of the bone is used + virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0; + + //! How the relative transformation of the bone is used + virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0; + + //! Updates the absolute position based on the relative and the parents position + virtual void updateAbsolutePositionOfAllChildren()=0; + + s32 positionHint; + s32 scaleHint; + s32 rotationHint; + }; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1