// 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 "IMesh.h" #include "IAnimatedMesh.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; //! Sets the animation strength (how important the animation is) /** \param strength: The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */ virtual void setAnimationStrength(f32 strength) =0; //! Gets the animation strength (how important the animation is) /** \return The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */ virtual f32 getAnimationStrength() const =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; //! 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; //! 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; virtual void setFrameLoopOnce(s32 begin, s32 end) = 0; virtual u32 getAnimationSetNum() = 0; virtual s32 getAnimationSet() const = 0; virtual void addAnimationSet(u32 start, u32 end) = 0; virtual void useAnimationSet(u32 set_num) = 0; virtual void removeAllAnimationSet() = 0; virtual core::array& getAnimationSetFrames() = 0; }; } // end namespace scene } // end namespace irr #endif