irrlicht/source/Irrlicht/CBoneSceneNode.cpp

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// 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
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#include "CBoneSceneNode.h"
namespace irr
{
namespace scene
{
//! constructor
CBoneSceneNode::CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
u32 boneIndex, const c8* boneName)
: IBoneSceneNode(parent, mgr, id), BoneIndex(boneIndex),
AnimationMode(EBAM_AUTOMATIC), SkinningSpace(EBSS_LOCAL)
{
#ifdef _DEBUG
setDebugName("CBoneSceneNode");
#endif
setName(boneName);
}
//! Returns the index of the bone
u32 CBoneSceneNode::getBoneIndex() const
{
return BoneIndex;
}
//! Sets the animation mode of the bone. Returns true if successful.
bool CBoneSceneNode::setAnimationMode(E_BONE_ANIMATION_MODE mode)
{
AnimationMode = mode;
return true;
}
//! Gets the current animation mode of the bone
E_BONE_ANIMATION_MODE CBoneSceneNode::getAnimationMode() const
{
return AnimationMode;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CBoneSceneNode::getBoundingBox() const
{
return Box;
}
/*
//! Returns the relative transformation of the scene node.
core::matrix4 CBoneSceneNode::getRelativeTransformation() const
{
return core::matrix4(); // RelativeTransformation;
}
*/
void CBoneSceneNode::OnAnimate(u32 timeMs)
{
if (IsVisible)
{
// update absolute position
//updateAbsolutePosition();
// perform the post render process on all children
ISceneNodeList::iterator it = Children.begin();
for (; it != Children.end(); ++it)
(*it)->OnAnimate(timeMs);
}
}
void CBoneSceneNode::helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node)
{
Node->updateAbsolutePosition();
ISceneNodeList::const_iterator it = Node->getChildren().begin();
for (; it != Node->getChildren().end(); ++it)
{
helper_updateAbsolutePositionOfAllChildren( (*it) );
}
}
void CBoneSceneNode::updateAbsolutePositionOfAllChildren()
{
helper_updateAbsolutePositionOfAllChildren( this );
}
} // namespace scene
} // namespace irr
#endif