irrlicht/include/IBoneSceneNode.h
cutealien ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 12:55:10 +00:00

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2.9 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_BONE_SCENE_NODE_H_INCLUDED__
#define __I_BONE_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
namespace irr
{
namespace scene
{
//! Enumeration for different bone animation modes
enum E_BONE_ANIMATION_MODE
{
//! The bone is usually animated, unless it's parent is not animated
EBAM_AUTOMATIC=0,
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
EBAM_ANIMATED,
//! The bone is not animated by the skin
EBAM_UNANIMATED,
//! Not an animation mode, just here to count the available modes
EBAM_COUNT
};
enum E_BONE_SKINNING_SPACE
{
//! local skinning, standard
EBSS_LOCAL=0,
//! global skinning
EBSS_GLOBAL,
EBSS_COUNT
};
//! Names for bone animation modes
const c8* const BoneAnimationModeNames[] =
{
"automatic",
"animated",
"unanimated",
0,
};
//! Interface for bones used for skeletal animation.
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
class IBoneSceneNode : public ISceneNode
{
public:
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
//! Get the name of the bone
/** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */
IRR_DEPRECATED virtual const c8* getBoneName() const { return getName(); }
//! Get the index of the bone
virtual u32 getBoneIndex() const = 0;
//! Sets the animation mode of the bone.
/** \return True if successful. (Unused) */
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
//! Gets the current animation mode of the bone
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
//! Get the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE = 0;
//! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0;
//! The animation method.
virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE =0;
//! The render method.
/** Does nothing as bones are not visible. */
virtual void render() IRR_OVERRIDE { }
//! How the relative transformation of the bone is used
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
//! How the relative transformation of the bone is used
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
//! Updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePositionOfAllChildren()=0;
s32 positionHint;
s32 scaleHint;
s32 rotationHint;
};
} // end namespace scene
} // end namespace irr
#endif