mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
224 lines
8.4 KiB
C
224 lines
8.4 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 __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||
|
#define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||
|
|
||
|
#include "IAnimatedMeshSceneNode.h"
|
||
|
#include "IAnimatedMesh.h"
|
||
|
|
||
|
#include "matrix4.h"
|
||
|
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
class IDummyTransformationSceneNode;
|
||
|
|
||
|
class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! constructor
|
||
|
CAnimatedMeshSceneNode(IAnimatedMesh* mesh, 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));
|
||
|
|
||
|
//! destructor
|
||
|
virtual ~CAnimatedMeshSceneNode();
|
||
|
|
||
|
//! sets the current frame. from now on the animation is played from this frame.
|
||
|
virtual void setCurrentFrame(f32 frame) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! frame
|
||
|
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
|
||
|
|
||
|
//! OnAnimate() is called just before rendering the whole scene.
|
||
|
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! renders the node.
|
||
|
virtual void render() _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns the axis aligned bounding box of this node
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! sets the frames between the animation is looped.
|
||
|
//! the default is 0 - MaximalFrameCount of the mesh.
|
||
|
//! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh
|
||
|
virtual bool setFrameLoop(s32 begin, s32 end) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Sets looping mode which is on by default. If set to false,
|
||
|
//! animations will not be looped.
|
||
|
virtual void setLoopMode(bool playAnimationLooped) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns the current loop mode
|
||
|
virtual bool getLoopMode() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Sets a callback interface which will be called if an animation
|
||
|
//! playback has ended. Set this to 0 to disable the callback again.
|
||
|
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! sets the speed with which the animation is played
|
||
|
//! NOTE: setMesh will also change this value and set it to the default speed of the mesh
|
||
|
virtual void setAnimationSpeed(f32 framesPerSecond) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! gets the speed with which the animation is played
|
||
|
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns the material based on the zero based index i. To get the amount
|
||
|
//! of materials used by this scene node, use getMaterialCount().
|
||
|
//! This function is needed for inserting the node into the scene hierarchy on a
|
||
|
//! optimal position for minimizing renderstate changes, but can also be used
|
||
|
//! to directly modify the material of a scene node.
|
||
|
virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns amount of materials used by this scene node.
|
||
|
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Creates shadow volume scene node as child of this node
|
||
|
//! and returns a pointer to it.
|
||
|
virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
|
||
|
s32 id, bool zfailmethod=true, f32 infinity=1000.0f) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns a pointer to a child node, which has the same transformation as
|
||
|
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
|
||
|
virtual IBoneSceneNode* getJointNode(const c8* jointName) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! same as getJointNode(const c8* jointName), but based on id
|
||
|
virtual IBoneSceneNode* getJointNode(u32 jointID) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Gets joint count.
|
||
|
virtual u32 getJointCount() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Removes a child from this scene node.
|
||
|
//! Implemented here, to be able to remove the shadow properly, if there is one,
|
||
|
//! or to remove attached child.
|
||
|
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Starts a MD2 animation.
|
||
|
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Starts a special MD2 animation.
|
||
|
virtual bool setMD2Animation(const c8* animationName) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns the current displayed frame number.
|
||
|
virtual f32 getFrameNr() const _IRR_OVERRIDE_;
|
||
|
//! Returns the current start frame number.
|
||
|
virtual s32 getStartFrame() const _IRR_OVERRIDE_;
|
||
|
//! Returns the current end frame number.
|
||
|
virtual s32 getEndFrame() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! 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) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! 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 _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Sets a new mesh
|
||
|
virtual void setMesh(IAnimatedMesh* mesh) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns the current mesh
|
||
|
virtual IAnimatedMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
|
||
|
|
||
|
//! Writes attributes of the scene node.
|
||
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Reads attributes of the scene node.
|
||
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns type of the scene node
|
||
|
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_ANIMATED_MESH; }
|
||
|
|
||
|
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
|
||
|
// or the absolutetransformation if it's a normal scenenode
|
||
|
const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! updates the absolute position based on the relative and the parents position
|
||
|
virtual void updateAbsolutePosition() _IRR_OVERRIDE_;
|
||
|
|
||
|
|
||
|
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
|
||
|
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
|
||
|
//! you must call animateJoints(), or the mesh will not animate
|
||
|
virtual void setTransitionTime(f32 Time) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! updates the joint positions of this mesh
|
||
|
virtual void animateJoints(bool CalculateAbsolutePositions=true) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
|
||
|
virtual void setRenderFromIdentity( bool On ) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! 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) _IRR_OVERRIDE_;
|
||
|
|
||
|
private:
|
||
|
|
||
|
//! Get a static mesh for the current frame of this animated mesh
|
||
|
IMesh* getMeshForCurrentFrame();
|
||
|
|
||
|
void buildFrameNr(u32 timeMs);
|
||
|
void checkJoints();
|
||
|
void beginTransition();
|
||
|
|
||
|
core::array<video::SMaterial> Materials;
|
||
|
core::aabbox3d<f32> Box;
|
||
|
IAnimatedMesh* Mesh;
|
||
|
|
||
|
s32 StartFrame;
|
||
|
s32 EndFrame;
|
||
|
f32 FramesPerSecond;
|
||
|
f32 CurrentFrameNr;
|
||
|
|
||
|
u32 LastTimeMs;
|
||
|
u32 TransitionTime; //Transition time in millisecs
|
||
|
f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
|
||
|
f32 TransitingBlend; //0-1, calculated on buildFrameNr
|
||
|
|
||
|
//0-unused, 1-get joints only, 2-set joints only, 3-move and set
|
||
|
E_JOINT_UPDATE_ON_RENDER JointMode;
|
||
|
bool JointsUsed;
|
||
|
|
||
|
bool Looping;
|
||
|
bool ReadOnlyMaterials;
|
||
|
bool RenderFromIdentity;
|
||
|
|
||
|
IAnimationEndCallBack* LoopCallBack;
|
||
|
s32 PassCount;
|
||
|
|
||
|
IShadowVolumeSceneNode* Shadow;
|
||
|
|
||
|
core::array<IBoneSceneNode* > JointChildSceneNodes;
|
||
|
core::array<core::matrix4> PretransitingSave;
|
||
|
|
||
|
// Quake3 Model
|
||
|
struct SMD3Special : public virtual IReferenceCounted
|
||
|
{
|
||
|
core::stringc Tagname;
|
||
|
SMD3QuaternionTagList AbsoluteTagList;
|
||
|
|
||
|
SMD3Special & operator = (const SMD3Special & copyMe)
|
||
|
{
|
||
|
Tagname = copyMe.Tagname;
|
||
|
AbsoluteTagList = copyMe.AbsoluteTagList;
|
||
|
return *this;
|
||
|
}
|
||
|
};
|
||
|
SMD3Special *MD3Special;
|
||
|
};
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
|