// 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 //New skinned mesh #ifndef __C_SKINNED_MESH_H_INCLUDED__ #define __C_SKINNED_MESH_H_INCLUDED__ #include "ISkinnedMesh.h" #include "SMeshBuffer.h" #include "S3DVertex.h" #include "irrString.h" #include "matrix4.h" #include "quaternion.h" class JointInfluence { public: int joint_idx; float weight; }; typedef irr::core::array > > WeightInfluence; namespace irr { namespace scene { class IAnimatedMeshSceneNode; class IBoneSceneNode; class CSkinnedMesh: public ISkinnedMesh { public: //! constructor CSkinnedMesh(); //! destructor virtual ~CSkinnedMesh(); //! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh. virtual u32 getFrameCount() const; //! Gets the default animation speed of the animated mesh. /** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */ virtual f32 getAnimationSpeed() const; //! Gets the frame count of the animated mesh. /** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated. The actual speed is set in the scene node the mesh is instantiated in.*/ virtual void setAnimationSpeed(f32 fps); //! returns the animated mesh based on a detail level (which is ignored) virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1); //! Animates this mesh's joints based on frame input //! blend: {0-old position, 1-New position} virtual void animateMesh(f32 frame, f32 blend); //! Preforms a software skin on this mesh based of joint positions virtual void skinMesh(f32 strength=1.f); //! returns amount of mesh buffers. virtual u32 getMeshBufferCount() const; //! returns pointer to a mesh buffer virtual IMeshBuffer* getMeshBuffer(u32 nr) const; //! Returns pointer to a mesh buffer which fits a material /** \param material: material to search for \return Returns the pointer to the mesh buffer or NULL if there is no such mesh buffer. */ virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const; //! returns an axis aligned bounding box virtual const core::aabbox3d& getBoundingBox() const; //! set user axis aligned bounding box virtual void setBoundingBox( const core::aabbox3df& box); //! sets a flag of all contained materials to a new value virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue); //! set the hardware mapping hint, for driver virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! flags the meshbuffer as changed, reloads hardware buffers virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! Returns the type of the animated mesh. virtual E_ANIMATED_MESH_TYPE getMeshType() const; //! Gets joint count. virtual u32 getJointCount() const; //! Gets the name of a joint. virtual const c8* getJointName(u32 number) const; //! Gets a joint number from its name virtual s32 getJointNumber(const c8* name) const; //! uses animation from another mesh virtual bool useAnimationFrom(const ISkinnedMesh *mesh); //! Update Normals when Animating //! False= Don't (default) //! True = Update normals, slower virtual void updateNormalsWhenAnimating(bool on); //! Sets Interpolation Mode virtual void setInterpolationMode(E_INTERPOLATION_MODE mode); //! Does the mesh have no animation virtual bool isStatic(); //! (This feature is not implemented in irrlicht yet) virtual bool setHardwareSkinning(bool on) { return false; } //Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_ //these functions will use the needed arrays, set values, etc to help the loaders //! exposed for loaders to add mesh buffers virtual core::array &getMeshBuffers(); //! alternative method for adding joints virtual core::array &getAllJoints(); //! alternative method for adding joints virtual const core::array &getAllJoints() const; //! loaders should call this after populating the mesh virtual void finalize(); //! Adds a new meshbuffer to the mesh, access it as last one virtual SSkinMeshBuffer *addMeshBuffer(); //! Adds a new joint to the mesh, access it as last one virtual SJoint *addJoint(SJoint *parent=0); //! Adds a new position key to the mesh, access it as last one virtual SPositionKey *addPositionKey(SJoint *joint); //! Adds a new rotation key to the mesh, access it as last one virtual SRotationKey *addRotationKey(SJoint *joint); //! Adds a new scale key to the mesh, access it as last one virtual SScaleKey *addScaleKey(SJoint *joint); //! Adds a new weight to the mesh, access it as last one virtual SWeight *addWeight(SJoint *joint); virtual void updateBoundingBox(void); //! Recovers the joints from the mesh void recoverJointsFromMesh(core::array &jointChildSceneNodes); //! Tranfers the joint data to the mesh void transferJointsToMesh(const core::array &jointChildSceneNodes); //! Tranfers the joint hints to the mesh void transferOnlyJointsHintsToMesh(const core::array &jointChildSceneNodes); //! Creates an array of joints from this mesh as children of node void addJoints(core::array &jointChildSceneNodes, IAnimatedMeshSceneNode* node, ISceneManager* smgr); void convertForSkinning(); void computeWeightInfluence(SJoint *joint, size_t &index, WeightInfluence& wi); void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0); f32 AnimationFrames; core::array RootJoints; virtual void freeMeshVertexBuffer(); private: void toStaticPose(); void checkForAnimation(); void normalizeWeights(); void buildAllLocalAnimatedMatrices(); void getFrameData(f32 frame, SJoint *Node, core::vector3df &position, s32 &positionHint, core::vector3df &scale, s32 &scaleHint, core::quaternion &rotation, s32 &rotationHint); void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint); void skinJoint(SJoint *Joint, SJoint *ParentJoint, f32 strength=1.f); void calculateTangents(core::vector3df& normal, core::vector3df& tangent, core::vector3df& binormal, core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3, core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3); static bool sortJointInfluenceFunc(const JointInfluence& a, const JointInfluence& b); core::array *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers core::array LocalBuffers; core::array AllJoints; core::array< core::array > Vertices_Moved; core::aabbox3d BoundingBox; f32 FramesPerSecond; f32 LastAnimatedFrame; bool SkinnedLastFrame; E_INTERPOLATION_MODE InterpolationMode:8; bool HasAnimation; bool PreparedForSkinning; bool AnimateNormals; bool m_deleted_vertex_buffer; }; } // end namespace scene } // end namespace irr #endif