stk-code_catmod/lib/irrlicht/include/IAnimatedMeshSceneNode.h
Vincent Lejeune c1d85e8674 Remove shadow volume code
We use shadowmap
2015-01-16 01:51:56 +01:00

188 lines
7.0 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;
};
} // end namespace scene
} // end namespace irr
#endif