191 lines
7.2 KiB
C++
191 lines
7.2 KiB
C++
// 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 u32 getAnimationSetNum() = 0;
|
|
virtual void addAnimationSet(u32 start, u32 end) = 0;
|
|
virtual void useAnimationSet(u32 set_num) = 0;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|