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// 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_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__

#include "ISceneNode.h"
#include "IBoneSceneNode.h"
#include "IAnimatedMeshMD2.h"
#include "IAnimatedMeshMD3.h"

namespace irr
{
namespace scene
{
	class IShadowVolumeSceneNode;

	enum E_JOINT_UPDATE_ON_RENDER
	{
		//! do nothing
		EJUOR_NONE = 0,

		//! get joints positions from the mesh (for attached nodes, etc)
		EJUOR_READ,

		//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
		EJUOR_CONTROL
	};


	class IAnimatedMeshSceneNode;

	//! Callback interface for catching events of ended animations.
	/** Implement this interface and use
	IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
	be notified if an animation playback has ended.
	**/
	class IAnimationEndCallBack : public virtual IReferenceCounted
	{
	public:

		//! Will be called when the animation playback has ended.
		/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
		more informations.
		\param node: Node of which the animation has ended. */
		virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
	};

	//! Scene node capable of displaying an animated mesh and its shadow.
	/** The shadow is optional: If a shadow should be displayed too, just
	invoke the IAnimatedMeshSceneNode::createShadowVolumeSceneNode().*/
	class IAnimatedMeshSceneNode : public ISceneNode
	{
	public:

		//! Constructor
		IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
			: ISceneNode(parent, mgr, id, position, rotation, scale) {}

		//! Destructor
		virtual ~IAnimatedMeshSceneNode() {}

		//! Sets the current frame number.
		/** From now on the animation is played from this frame.
		\param frame: Number of the frame to let the animation be started from.
		The frame number must be a valid frame number of the IMesh used by this
		scene node. Set IAnimatedMesh::getMesh() for details. */
		virtual void setCurrentFrame(f32 frame) = 0;

		//! Sets the frame numbers between the animation is looped.
		/** The default is 0 - MaximalFrameCount of the mesh.
		\param begin: Start frame number of the loop.
		\param end: End frame number of the loop.
		\return True if successful, false if not. */
		virtual bool setFrameLoop(s32 begin, s32 end) = 0;

		//! Sets the speed with which the animation is played.
		/** \param framesPerSecond: Frames per second played. */
		virtual void setAnimationSpeed(f32 framesPerSecond) = 0;

		//! Gets the speed with which the animation is played.
		/** \return Frames per second played. */
		virtual f32 getAnimationSpeed() const =0;

		//! Creates shadow volume scene node as child of this node.
		/** The shadow can be rendered using the ZPass or the zfail
		method. ZPass is a little bit faster because the shadow volume
		creation is easier, but with this method there occur ugly
		looking artifacs when the camera is inside the shadow volume.
		These error do not occur with the ZFail method.
		\param shadowMesh: Optional custom mesh for shadow volume.
		\param id: Id of the shadow scene node. This id can be used to
		identify the node later.
		\param zfailmethod: If set to true, the shadow will use the
		zfail method, if not, zpass is used.
		\param infinity: Value used by the shadow volume algorithm to
		scale the shadow volume (for zfail shadow volume we support only
		finite shadows, so camera zfar must be larger than shadow back cap,
		which is depend on infinity parameter).
		\return Pointer to the created shadow scene node. This pointer
		should not be dropped. See IReferenceCounted::drop() for more
		information. */
		virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
			s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;


		//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
		/** With this method it is possible to attach scene nodes to
		joints for example possible to attach a weapon to the left hand
		of an animated model. This example shows how:
		\code
		ISceneNode* hand =
			yourAnimatedMeshSceneNode->getJointNode("LeftHand");
		hand->addChild(weaponSceneNode);
		\endcode
		Please note that the joint returned by this method may not exist
		before this call and the joints in the node were created by it.
		\param jointName: Name of the joint.
		\return Pointer to the scene node which represents the joint
		with the specified name. Returns 0 if the contained mesh is not
		an skinned mesh or the name of the joint could not be found. */
		virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;

		//! same as getJointNode(const c8* jointName), but based on id
		virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;

		//! Gets joint count.
		/** \return Amount of joints in the mesh. */
		virtual u32 getJointCount() const = 0;

		//! Starts a default MD2 animation.
		/** With this method it is easily possible to start a Run,
		Attack, Die or whatever animation, if the mesh contained in
		this scene node is an md2 mesh. Otherwise, nothing happens.
		\param anim: An MD2 animation type, which should be played, for
		example EMAT_STAND for the standing animation.
		\return True if successful, and false if not, for example if
		the mesh in the scene node is not a md2 mesh. */
		virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;

		//! Starts a special MD2 animation.
		/** With this method it is easily possible to start a Run,
		Attack, Die or whatever animation, if the mesh contained in
		this scene node is an md2 mesh. Otherwise, nothing happens.
		This method uses a character string to identify the animation.
		If the animation is a standard md2 animation, you might want to
		start this animation with the EMD2_ANIMATION_TYPE enumeration
		instead.
		\param animationName: Name of the animation which should be
		played.
		\return Returns true if successful, and false if not, for
		example if the mesh in the scene node is not an md2 mesh, or no
		animation with this name could be found. */
		virtual bool setMD2Animation(const c8* animationName) = 0;

		//! Returns the currently displayed frame number.
		virtual f32 getFrameNr() const = 0;
		//! Returns the current start frame number.
		virtual s32 getStartFrame() const = 0;
		//! Returns the current end frame number.
		virtual s32 getEndFrame() const = 0;

		//! Sets looping mode which is on by default.
		/** If set to false, animations will not be played looped. */
		virtual void setLoopMode(bool playAnimationLooped) = 0;

		//! returns the current loop mode
		/** When true the animations are played looped */
		virtual bool getLoopMode() const = 0;

		//! Sets a callback interface which will be called if an animation playback has ended.
		/** Set this to 0 to disable the callback again.
		Please note that this will only be called when in non looped
		mode, see IAnimatedMeshSceneNode::setLoopMode(). */
		virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;

		//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
		/** In this way it is possible to change the materials a mesh
		causing all mesh scene nodes referencing this mesh to change
		too. */
		virtual void setReadOnlyMaterials(bool readonly) = 0;

		//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
		virtual bool isReadOnlyMaterials() const = 0;

		//! Sets a new mesh
		virtual void setMesh(IAnimatedMesh* mesh) = 0;

		//! Returns the current mesh
		virtual IAnimatedMesh* getMesh(void) = 0;

		//! Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scenenode
		virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;

		//! Set how the joints should be updated on render
		virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;

		//! Sets the transition time in seconds
		/** Note: This needs to enable joints, and setJointmode set to
		EJUOR_CONTROL. You must call animateJoints(), or the mesh will
		not animate. */
		virtual void setTransitionTime(f32 Time) =0;

		//! animates the joints in the mesh based on the current frame.
		/** Also takes in to account transitions. */
		virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;

		//! render mesh ignoring its transformation.
		/** Culling is unaffected. */
		virtual void setRenderFromIdentity( bool On )=0;

		//! Creates a clone of this scene node and its children.
		/** \param newParent An optional new parent.
		\param newManager An optional new scene manager.
		\return The newly created clone of this node. */
		virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;

	};

} // end namespace scene
} // end namespace irr

#endif