2012-10-31 22:00:02 -04:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
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#define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
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#include "IAnimatedMeshSceneNode.h"
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#include "IAnimatedMesh.h"
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#include "matrix4.h"
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namespace irr
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{
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namespace scene
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{
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class IDummyTransformationSceneNode;
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class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
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{
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private:
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core::array<u32> m_animation_set;
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public:
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//! constructor
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CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! destructor
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virtual ~CAnimatedMeshSceneNode();
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//! sets the current frame. from now on the animation is played from this frame.
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virtual void setCurrentFrame(f32 frame);
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//! frame
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virtual void OnRegisterSceneNode();
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//! OnAnimate() is called just before rendering the whole scene.
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virtual void OnAnimate(u32 timeMs);
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! sets the frames between the animation is looped.
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//! the default is 0 - MaximalFrameCount of the mesh.
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virtual bool setFrameLoop(s32 begin, s32 end);
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//! Sets looping mode which is on by default. If set to false,
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//! animations will not be looped.
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virtual void setLoopMode(bool playAnimationLooped);
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//! returns the current loop mode
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virtual bool getLoopMode() const;
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//! Sets a callback interface which will be called if an animation
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//! playback has ended. Set this to 0 to disable the callback again.
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virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0);
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//! sets the speed with which the animation is played
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virtual void setAnimationSpeed(f32 framesPerSecond);
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//! gets the speed with which the animation is played
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virtual f32 getAnimationSpeed() const;
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//! Sets the animation strength (how important the animation is)
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/** \param strength: The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
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virtual void setAnimationStrength(f32 strength);
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//! Gets the animation strength (how important the animation is)
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/** \return The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
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virtual f32 getAnimationStrength() const;
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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virtual video::SMaterial& getMaterial(u32 i);
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const;
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//! Returns a pointer to a child node, which has the same transformation as
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//! the corrsesponding joint, if the mesh in this scene node is a skinned mesh.
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virtual IBoneSceneNode* getJointNode(const c8* jointName);
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//! same as getJointNode(const c8* jointName), but based on id
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virtual IBoneSceneNode* getJointNode(u32 jointID);
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//! Gets joint count.
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virtual u32 getJointCount() const;
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//! Deprecated command, please use getJointNode.
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virtual ISceneNode* getMS3DJointNode(const c8* jointName);
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//! Deprecated command, please use getJointNode.
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virtual ISceneNode* getXJointNode(const c8* jointName);
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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virtual bool removeChild(ISceneNode* child);
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//! Returns the current displayed frame number.
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virtual f32 getFrameNr() const;
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//! Returns the current start frame number.
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virtual s32 getStartFrame() const;
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//! Returns the current end frame number.
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virtual s32 getEndFrame() const;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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referencing this mesh to change too. */
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virtual void setReadOnlyMaterials(bool readonly);
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//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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virtual bool isReadOnlyMaterials() const;
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//! Sets a new mesh
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virtual void setMesh(IAnimatedMesh* mesh);
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//! Returns the current mesh
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virtual IAnimatedMesh* getMesh(void) { return Mesh; }
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; }
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//! updates the absolute position based on the relative and the parents position
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virtual void updateAbsolutePosition();
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//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
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virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode);
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//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
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//! you must call animateJoints(), or the mesh will not animate
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virtual void setTransitionTime(f32 Time);
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//! updates the joint positions of this mesh
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virtual void animateJoints(bool CalculateAbsolutePositions=true);
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//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
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virtual void setRenderFromIdentity( bool On );
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//! Creates a clone of this scene node and its children.
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/** \param newParent An optional new parent.
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\param newManager An optional new scene manager.
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\return The newly created clone of this node. */
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
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virtual u32 getAnimationSetNum() { return m_animation_set.size() / 2; }
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virtual void addAnimationSet(u32 start, u32 end)
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{
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m_animation_set.push_back(start);
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m_animation_set.push_back(end);
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}
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virtual void useAnimationSet(u32 set_num);
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protected:
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//! Get a static mesh for the current frame of this animated mesh
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virtual IMesh* getMeshForCurrentFrame(SkinningCallback sc = NULL, int offset = -1);
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void buildFrameNr(u32 timeMs);
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void checkJoints();
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void beginTransition();
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core::array<video::SMaterial> Materials;
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core::aabbox3d<f32> Box;
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IAnimatedMesh* Mesh;
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s32 StartFrame;
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s32 EndFrame;
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f32 FramesPerSecond;
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f32 CurrentFrameNr;
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f32 AnimationStrength;
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u32 LastTimeMs;
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u32 TransitionTime; //Transition time in millisecs
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f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
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f32 TransitingBlend; //0-1, calculated on buildFrameNr
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//0-unused, 1-get joints only, 2-set joints only, 3-move and set
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E_JOINT_UPDATE_ON_RENDER JointMode;
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bool JointsUsed;
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bool Looping;
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bool ReadOnlyMaterials;
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bool RenderFromIdentity;
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IAnimationEndCallBack* LoopCallBack;
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s32 PassCount;
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core::array<IBoneSceneNode* > JointChildSceneNodes;
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core::array<core::matrix4> PretransitingSave;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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