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<p>Scene node capable of displaying an animated mesh and its shadow.  
 <a href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a>&gt;</code></p>
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  <img id="dynsection-0-trigger" src="closed.png" alt="+"/> Inheritance diagram for irr::scene::IAnimatedMeshSceneNode:</div>
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<li><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a6c76b97d6e587e81e057a038dde0956b">IAnimatedMeshSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *mgr, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> id, const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;position=<a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(0, 0, 0), const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;rotation=<a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(0, 0, 0), const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;scale=<a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(1.0f, 1.0f, 1.0f))
<dl class="el"><dd class="mdescRight">Constructor.  <a href="#a6c76b97d6e587e81e057a038dde0956b"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ae914c207eb12ae9025bfd102922c01cf">~IAnimatedMeshSceneNode</a> ()
<dl class="el"><dd class="mdescRight">Destructor.  <a href="#ae914c207eb12ae9025bfd102922c01cf"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_shadow_volume_scene_node.html">IShadowVolumeSceneNode</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#aaa4947ed5f7ba72870da37ee1fc17125">addShadowVolumeSceneNode</a> (const <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *shadowMesh=0, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, bool zfailmethod=true, <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> infinity=1000.0f)=0
<dl class="el"><dd class="mdescRight">Creates shadow volume scene node as child of this node.  <a href="#aaa4947ed5f7ba72870da37ee1fc17125"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a76af2c9a2b0cea6ee2b3559c1f32f850">animateJoints</a> (bool CalculateAbsolutePositions=true)=0
<dl class="el"><dd class="mdescRight">animates the joints in the mesh based on the current frame.  <a href="#a76af2c9a2b0cea6ee2b3559c1f32f850"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a47aabf6554e3f91bbb033edb8668cec8">clone</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *newParent=0, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *newManager=0)=0
<dl class="el"><dd class="mdescRight">Creates a clone of this scene node and its children.  <a href="#a47aabf6554e3f91bbb033edb8668cec8"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a246c21ec2ae5b3a5cecc10f9cc3625c4">getAnimationSpeed</a> () const =0
<dl class="el"><dd class="mdescRight">Gets the speed with which the animation is played.  <a href="#a246c21ec2ae5b3a5cecc10f9cc3625c4"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a8c4f524c00b520e870881ca7abfdce5a">getEndFrame</a> () const =0
<dl class="el"><dd class="mdescRight">Returns the current end frame number.  <a href="#a8c4f524c00b520e870881ca7abfdce5a"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#abba274efec0cc98900518a86a150e09e">getFrameNr</a> () const =0
<dl class="el"><dd class="mdescRight">Returns the currently displayed frame number.  <a href="#abba274efec0cc98900518a86a150e09e"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a146657063c055fcb951ca6fd66171589">getJointCount</a> () const =0
<dl class="el"><dd class="mdescRight">Gets joint count.  <a href="#a146657063c055fcb951ca6fd66171589"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_bone_scene_node.html">IBoneSceneNode</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ac7b64a5ddbe5d570dc5276b894a63619">getJointNode</a> (const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *jointName)=0
<dl class="el"><dd class="mdescRight">Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).  <a href="#ac7b64a5ddbe5d570dc5276b894a63619"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_bone_scene_node.html">IBoneSceneNode</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a790a1a03ada0eb754504609d76c5fcc1">getJointNode</a> (<a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> jointID)=0
<dl class="el"><dd class="mdescRight">same as <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ac7b64a5ddbe5d570dc5276b894a63619" title="Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).">getJointNode(const c8* jointName)</a>, but based on id  <a href="#a790a1a03ada0eb754504609d76c5fcc1"></a><br/></dl><li>virtual bool <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a3271dc33b1911d637b05c58f17398a0a">getLoopMode</a> () const =0
<dl class="el"><dd class="mdescRight">returns the current loop mode  <a href="#a3271dc33b1911d637b05c58f17398a0a"></a><br/></dl><li>virtual const <a class="el" href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag.html">SMD3QuaternionTag</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#abb3c2cee9c3271014c8615907d98c021">getMD3TagTransformation</a> (const <a class="el" href="namespaceirr_1_1core.html#ade1071a878633f2f6d8a75c5d11fec19">core::stringc</a> &amp;tagname)=0
<dl class="el"><dd class="mdescRight">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.  <a href="#abb3c2cee9c3271014c8615907d98c021"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> * <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ad52e5bd15a2bfb6d0745c77d4329086b">getMesh</a> (void)=0
<dl class="el"><dd class="mdescRight">Returns the current mesh.  <a href="#ad52e5bd15a2bfb6d0745c77d4329086b"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a103022e7383241ea5f1ed76c2deacc69">getStartFrame</a> () const =0
<dl class="el"><dd class="mdescRight">Returns the current start frame number.  <a href="#a103022e7383241ea5f1ed76c2deacc69"></a><br/></dl><li>virtual bool <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a8916713c72582d270f6363c9ed1b509e">isReadOnlyMaterials</a> () const =0
<dl class="el"><dd class="mdescRight">Returns if the scene node should not copy the materials of the mesh but use them in a read only style.  <a href="#a8916713c72582d270f6363c9ed1b509e"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ad688bb5a7654116d1ee823e48393f1bd">setAnimationEndCallback</a> (<a class="el" href="classirr_1_1scene_1_1_i_animation_end_call_back.html">IAnimationEndCallBack</a> *callback=0)=0
<dl class="el"><dd class="mdescRight">Sets a callback interface which will be called if an animation playback has ended.  <a href="#ad688bb5a7654116d1ee823e48393f1bd"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a89ef2d20c6e9e83fdb861403c9698c4a">setAnimationSpeed</a> (<a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> framesPerSecond)=0
<dl class="el"><dd class="mdescRight">Sets the speed with which the animation is played.  <a href="#a89ef2d20c6e9e83fdb861403c9698c4a"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#aff1c1e2270f4d3d94e58e7c130c575a4">setCurrentFrame</a> (<a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> frame)=0
<dl class="el"><dd class="mdescRight">Sets the current frame number.  <a href="#aff1c1e2270f4d3d94e58e7c130c575a4"></a><br/></dl><li>virtual bool <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a900400fe375ca13f48876b84900ffddf">setFrameLoop</a> (<a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> begin, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> end)=0
<dl class="el"><dd class="mdescRight">Sets the frame numbers between the animation is looped.  <a href="#a900400fe375ca13f48876b84900ffddf"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a5ff68cb07badfbb01f491c0371c8b459">setJointMode</a> (<a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5">E_JOINT_UPDATE_ON_RENDER</a> mode)=0
<dl class="el"><dd class="mdescRight">Set how the joints should be updated on render.  <a href="#a5ff68cb07badfbb01f491c0371c8b459"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ae6cae051c74c3953061aa9e49e10cd06">setLoopMode</a> (bool playAnimationLooped)=0
<dl class="el"><dd class="mdescRight">Sets looping mode which is on by default.  <a href="#ae6cae051c74c3953061aa9e49e10cd06"></a><br/></dl><li>virtual bool <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#aca2ca2593857c60aac61c0fd78365d2d">setMD2Animation</a> (<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19">EMD2_ANIMATION_TYPE</a> anim)=0
<dl class="el"><dd class="mdescRight">Starts a default MD2 animation.  <a href="#aca2ca2593857c60aac61c0fd78365d2d"></a><br/></dl><li>virtual bool <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a8732866332327a7d43b91f41b5549fe3">setMD2Animation</a> (const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *animationName)=0
<dl class="el"><dd class="mdescRight">Starts a special MD2 animation.  <a href="#a8732866332327a7d43b91f41b5549fe3"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#af3027cb62d62968a0ae85c9f15725668">setMesh</a> (<a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *mesh)=0
<dl class="el"><dd class="mdescRight">Sets a new mesh.  <a href="#af3027cb62d62968a0ae85c9f15725668"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#af04e917ab3cae5631b06edad2d8a3a04">setReadOnlyMaterials</a> (bool readonly)=0
<dl class="el"><dd class="mdescRight">Sets if the scene node should not copy the materials of the mesh but use them in a read only style.  <a href="#af04e917ab3cae5631b06edad2d8a3a04"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#aa3aa695d2e949bbc2ff17429951e77d0">setRenderFromIdentity</a> (bool On)=0
<dl class="el"><dd class="mdescRight">render mesh ignoring its transformation.  <a href="#aa3aa695d2e949bbc2ff17429951e77d0"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a424d2dc577842949094a9d8c2a3eba0e">setTransitionTime</a> (<a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> Time)=0
<dl class="el"><dd class="mdescRight">Sets the transition time in seconds.  <a href="#a424d2dc577842949094a9d8c2a3eba0e"></a><br/></dl></ul>
<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>Scene node capable of displaying an animated mesh and its shadow. </p>
<p>The shadow is optional: If a shadow should be displayed too, just invoke the IAnimatedMeshSceneNode::createShadowVolumeSceneNode(). </p>

<p>Definition at line <a class="el" href="_i_animated_mesh_scene_node_8h_source.html#l00053">53</a> of file <a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a>.</p>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a6c76b97d6e587e81e057a038dde0956b"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::IAnimatedMeshSceneNode" ref="a6c76b97d6e587e81e057a038dde0956b" args="(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))" -->
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          <td class="memname">irr::scene::IAnimatedMeshSceneNode::IAnimatedMeshSceneNode </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&#160;</td>
          <td class="paramname"><em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&#160;</td>
          <td class="paramname"><em>mgr</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
          <td class="paramname"><em>id</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;&#160;</td>
          <td class="paramname"><em>position</em> = <code><a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(0,0,0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;&#160;</td>
          <td class="paramname"><em>rotation</em> = <code><a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(0,0,0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a> &amp;&#160;</td>
          <td class="paramname"><em>scale</em> = <code><a class="el" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811">core::vector3df</a>(1.0f,&#160;1.0f,&#160;1.0f)</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td><code> [inline]</code></td>
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<p>Constructor. </p>

<p>Definition at line <a class="el" href="_i_animated_mesh_scene_node_8h_source.html#l00058">58</a> of file <a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a>.</p>

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<a class="anchor" id="ae914c207eb12ae9025bfd102922c01cf"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::~IAnimatedMeshSceneNode" ref="ae914c207eb12ae9025bfd102922c01cf" args="()" -->
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          <td class="memname">virtual irr::scene::IAnimatedMeshSceneNode::~IAnimatedMeshSceneNode </td>
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          <td><code> [inline, virtual]</code></td>
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<p>Destructor. </p>

<p>Definition at line <a class="el" href="_i_animated_mesh_scene_node_8h_source.html#l00065">65</a> of file <a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a>.</p>

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<hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="aaa4947ed5f7ba72870da37ee1fc17125"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::addShadowVolumeSceneNode" ref="aaa4947ed5f7ba72870da37ee1fc17125" args="(const IMesh *shadowMesh=0, s32 id=&#45;1, bool zfailmethod=true, f32 infinity=1000.0f)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_shadow_volume_scene_node.html">IShadowVolumeSceneNode</a>* irr::scene::IAnimatedMeshSceneNode::addShadowVolumeSceneNode </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&#160;</td>
          <td class="paramname"><em>shadowMesh</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
          <td class="paramname"><em>id</em> = <code>-1</code>, </td>
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          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>zfailmethod</em> = <code>true</code>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a>&#160;</td>
          <td class="paramname"><em>infinity</em> = <code>1000.0f</code>&#160;</td>
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<p>Creates shadow volume scene node as child of this node. </p>
<p>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. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">shadowMesh,:</td><td>Optional custom mesh for shadow volume. </td></tr>
    <tr><td class="paramname">id,:</td><td>Id of the shadow scene node. This id can be used to identify the node later. </td></tr>
    <tr><td class="paramname">zfailmethod,:</td><td>If set to true, the shadow will use the zfail method, if not, zpass is used. </td></tr>
    <tr><td class="paramname">infinity,:</td><td>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). </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created shadow scene node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" id="a76af2c9a2b0cea6ee2b3559c1f32f850"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::animateJoints" ref="a76af2c9a2b0cea6ee2b3559c1f32f850" args="(bool CalculateAbsolutePositions=true)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::animateJoints </td>
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          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>CalculateAbsolutePositions</em> = <code>true</code></td><td>)</td>
          <td><code> [pure virtual]</code></td>
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<p>animates the joints in the mesh based on the current frame. </p>
<p>Also takes in to account transitions. </p>

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<a class="anchor" id="a47aabf6554e3f91bbb033edb8668cec8"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::clone" ref="a47aabf6554e3f91bbb033edb8668cec8" args="(ISceneNode *newParent=0, ISceneManager *newManager=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::IAnimatedMeshSceneNode::clone </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&#160;</td>
          <td class="paramname"><em>newParent</em> = <code>0</code>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&#160;</td>
          <td class="paramname"><em>newManager</em> = <code>0</code>&#160;</td>
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<p>Creates a clone of this scene node and its children. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">newParent</td><td>An optional new parent. </td></tr>
    <tr><td class="paramname">newManager</td><td>An optional new scene manager. </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>The newly created clone of this node. </dd></dl>

<p>Reimplemented from <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#ac39832b55855dc59196053adbaec95cc">irr::scene::ISceneNode</a>.</p>

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          <td class="memname">virtual <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> irr::scene::IAnimatedMeshSceneNode::getAnimationSpeed </td>
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<p>Gets the speed with which the animation is played. </p>
<dl class="return"><dt><b>Returns:</b></dt><dd>Frames per second played. </dd></dl>

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<a class="anchor" id="a8c4f524c00b520e870881ca7abfdce5a"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getEndFrame" ref="a8c4f524c00b520e870881ca7abfdce5a" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::scene::IAnimatedMeshSceneNode::getEndFrame </td>
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<p>Returns the current end frame number. </p>

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          <td>(</td>
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<p>Returns the currently displayed frame number. </p>

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<a class="anchor" id="a146657063c055fcb951ca6fd66171589"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getJointCount" ref="a146657063c055fcb951ca6fd66171589" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> irr::scene::IAnimatedMeshSceneNode::getJointCount </td>
          <td>(</td>
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          <td> const<code> [pure virtual]</code></td>
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<p>Gets joint count. </p>
<dl class="return"><dt><b>Returns:</b></dt><dd>Amount of joints in the mesh. </dd></dl>

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<a class="anchor" id="ac7b64a5ddbe5d570dc5276b894a63619"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getJointNode" ref="ac7b64a5ddbe5d570dc5276b894a63619" args="(const c8 *jointName)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_bone_scene_node.html">IBoneSceneNode</a>* irr::scene::IAnimatedMeshSceneNode::getJointNode </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *&#160;</td>
          <td class="paramname"><em>jointName</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
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<p>Get a pointer to a joint in the mesh (if the mesh is a bone based mesh). </p>
<p>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: </p>
<div class="fragment"><pre class="fragment">        <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html#a9894d951df2f720924f891e0a7b9fac2" title="Constructor.">ISceneNode</a>* hand =
            yourAnimatedMeshSceneNode-&gt;getJointNode(<span class="stringliteral">&quot;LeftHand&quot;</span>);
        hand-&gt;addChild(weaponSceneNode);
</pre></div><p> 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. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">jointName,:</td><td>Name of the joint. </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>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. </dd></dl>

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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_bone_scene_node.html">IBoneSceneNode</a>* irr::scene::IAnimatedMeshSceneNode::getJointNode </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a>&#160;</td>
          <td class="paramname"><em>jointID</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>same as <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ac7b64a5ddbe5d570dc5276b894a63619" title="Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).">getJointNode(const c8* jointName)</a>, but based on id </p>

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<a class="anchor" id="a3271dc33b1911d637b05c58f17398a0a"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getLoopMode" ref="a3271dc33b1911d637b05c58f17398a0a" args="() const =0" -->
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          <td class="memname">virtual bool irr::scene::IAnimatedMeshSceneNode::getLoopMode </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>returns the current loop mode </p>
<p>When true the animations are played looped </p>

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<a class="anchor" id="abb3c2cee9c3271014c8615907d98c021"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getMD3TagTransformation" ref="abb3c2cee9c3271014c8615907d98c021" args="(const core::stringc &amp;tagname)=0" -->
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          <td class="memname">virtual const <a class="el" href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag.html">SMD3QuaternionTag</a>* irr::scene::IAnimatedMeshSceneNode::getMD3TagTransformation </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#ade1071a878633f2f6d8a75c5d11fec19">core::stringc</a> &amp;&#160;</td>
          <td class="paramname"><em>tagname</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>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. </p>

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<a class="anchor" id="ad52e5bd15a2bfb6d0745c77d4329086b"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getMesh" ref="ad52e5bd15a2bfb6d0745c77d4329086b" args="(void)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::IAnimatedMeshSceneNode::getMesh </td>
          <td>(</td>
          <td class="paramtype">void&#160;</td>
          <td class="paramname"></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Returns the current mesh. </p>

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<a class="anchor" id="a103022e7383241ea5f1ed76c2deacc69"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::getStartFrame" ref="a103022e7383241ea5f1ed76c2deacc69" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::scene::IAnimatedMeshSceneNode::getStartFrame </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
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<p>Returns the current start frame number. </p>

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<a class="anchor" id="a8916713c72582d270f6363c9ed1b509e"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::isReadOnlyMaterials" ref="a8916713c72582d270f6363c9ed1b509e" args="() const =0" -->
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          <td class="memname">virtual bool irr::scene::IAnimatedMeshSceneNode::isReadOnlyMaterials </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
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<p>Returns if the scene node should not copy the materials of the mesh but use them in a read only style. </p>

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<a class="anchor" id="ad688bb5a7654116d1ee823e48393f1bd"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setAnimationEndCallback" ref="ad688bb5a7654116d1ee823e48393f1bd" args="(IAnimationEndCallBack *callback=0)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setAnimationEndCallback </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animation_end_call_back.html">IAnimationEndCallBack</a> *&#160;</td>
          <td class="paramname"><em>callback</em> = <code>0</code></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets a callback interface which will be called if an animation playback has ended. </p>
<p>Set this to 0 to disable the callback again. Please note that this will only be called when in non looped mode, see <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#ae6cae051c74c3953061aa9e49e10cd06" title="Sets looping mode which is on by default.">IAnimatedMeshSceneNode::setLoopMode()</a>. </p>

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<a class="anchor" id="a89ef2d20c6e9e83fdb861403c9698c4a"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setAnimationSpeed" ref="a89ef2d20c6e9e83fdb861403c9698c4a" args="(f32 framesPerSecond)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setAnimationSpeed </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a>&#160;</td>
          <td class="paramname"><em>framesPerSecond</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets the speed with which the animation is played. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">framesPerSecond,:</td><td>Frames per second played. </td></tr>
  </table>
  </dd>
</dl>

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<a class="anchor" id="aff1c1e2270f4d3d94e58e7c130c575a4"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setCurrentFrame" ref="aff1c1e2270f4d3d94e58e7c130c575a4" args="(f32 frame)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setCurrentFrame </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a>&#160;</td>
          <td class="paramname"><em>frame</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets the current frame number. </p>
<p>From now on the animation is played from this frame. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">frame,:</td><td>Number of the frame to let the animation be started from. The frame number must be a valid frame number of the <a class="el" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a> used by this scene node. Set <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html#adccb39fee83bed36a464cf7b96f3a0ca" title="Returns the IMesh interface for a frame.">IAnimatedMesh::getMesh()</a> for details. </td></tr>
  </table>
  </dd>
</dl>

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<a class="anchor" id="a900400fe375ca13f48876b84900ffddf"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setFrameLoop" ref="a900400fe375ca13f48876b84900ffddf" args="(s32 begin, s32 end)=0" -->
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          <td class="memname">virtual bool irr::scene::IAnimatedMeshSceneNode::setFrameLoop </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
          <td class="paramname"><em>begin</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
          <td class="paramname"><em>end</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets the frame numbers between the animation is looped. </p>
<p>The default is 0 - MaximalFrameCount of the mesh. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">begin,:</td><td>Start frame number of the loop. </td></tr>
    <tr><td class="paramname">end,:</td><td>End frame number of the loop. </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>True if successful, false if not. </dd></dl>

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<a class="anchor" id="a5ff68cb07badfbb01f491c0371c8b459"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setJointMode" ref="a5ff68cb07badfbb01f491c0371c8b459" args="(E_JOINT_UPDATE_ON_RENDER mode)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setJointMode </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5">E_JOINT_UPDATE_ON_RENDER</a>&#160;</td>
          <td class="paramname"><em>mode</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Set how the joints should be updated on render. </p>

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<a class="anchor" id="ae6cae051c74c3953061aa9e49e10cd06"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setLoopMode" ref="ae6cae051c74c3953061aa9e49e10cd06" args="(bool playAnimationLooped)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setLoopMode </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>playAnimationLooped</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets looping mode which is on by default. </p>
<p>If set to false, animations will not be played looped. </p>

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<a class="anchor" id="aca2ca2593857c60aac61c0fd78365d2d"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setMD2Animation" ref="aca2ca2593857c60aac61c0fd78365d2d" args="(EMD2_ANIMATION_TYPE anim)=0" -->
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          <td class="memname">virtual bool irr::scene::IAnimatedMeshSceneNode::setMD2Animation </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19">EMD2_ANIMATION_TYPE</a>&#160;</td>
          <td class="paramname"><em>anim</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Starts a default MD2 animation. </p>
<p>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. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">anim,:</td><td>An MD2 animation type, which should be played, for example EMAT_STAND for the standing animation. </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>True if successful, and false if not, for example if the mesh in the scene node is not a md2 mesh. </dd></dl>

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<a class="anchor" id="a8732866332327a7d43b91f41b5549fe3"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setMD2Animation" ref="a8732866332327a7d43b91f41b5549fe3" args="(const c8 *animationName)=0" -->
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          <td class="memname">virtual bool irr::scene::IAnimatedMeshSceneNode::setMD2Animation </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *&#160;</td>
          <td class="paramname"><em>animationName</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Starts a special MD2 animation. </p>
<p>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. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">animationName,:</td><td>Name of the animation which should be played. </td></tr>
  </table>
  </dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>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. </dd></dl>

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<a class="anchor" id="af3027cb62d62968a0ae85c9f15725668"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setMesh" ref="af3027cb62d62968a0ae85c9f15725668" args="(IAnimatedMesh *mesh)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setMesh </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&#160;</td>
          <td class="paramname"><em>mesh</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets a new mesh. </p>

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<a class="anchor" id="af04e917ab3cae5631b06edad2d8a3a04"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setReadOnlyMaterials" ref="af04e917ab3cae5631b06edad2d8a3a04" args="(bool readonly)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setReadOnlyMaterials </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>readonly</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>Sets if the scene node should not copy the materials of the mesh but use them in a read only style. </p>
<p>In this way it is possible to change the materials a mesh causing all mesh scene nodes referencing this mesh to change too. </p>

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<a class="anchor" id="aa3aa695d2e949bbc2ff17429951e77d0"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setRenderFromIdentity" ref="aa3aa695d2e949bbc2ff17429951e77d0" args="(bool On)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setRenderFromIdentity </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>On</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>render mesh ignoring its transformation. </p>
<p>Culling is unaffected. </p>

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<a class="anchor" id="a424d2dc577842949094a9d8c2a3eba0e"></a><!-- doxytag: member="irr::scene::IAnimatedMeshSceneNode::setTransitionTime" ref="a424d2dc577842949094a9d8c2a3eba0e" args="(f32 Time)=0" -->
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          <td class="memname">virtual void irr::scene::IAnimatedMeshSceneNode::setTransitionTime </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a>&#160;</td>
          <td class="paramname"><em>Time</em></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Sets the transition time in seconds. </p>
<p>Note: This needs to enable joints, and setJointmode set to EJUOR_CONTROL. You must call <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a76af2c9a2b0cea6ee2b3559c1f32f850" title="animates the joints in the mesh based on the current frame.">animateJoints()</a>, or the mesh will not animate. </p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a></li>
</ul>
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