irrlicht/source/Irrlicht/CSkinnedMesh.h
cutealien 1d58677e18 Clean up include dependencies in public headers
Removing includes which were not needed by headers
Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now.
Thought I generally tried to avoid removing headers where it leads to too much changes in user-code
Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :)
Has to be used a bit careful as it doesn't know about defines and other platforms
And I only did clean up public headers so far (will probably do some more later or another time)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-08-13 15:31:42 +00:00

216 lines
7.5 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
//New skinned mesh
#ifndef IRR_C_SKINNED_MESH_H_INCLUDED
#define IRR_C_SKINNED_MESH_H_INCLUDED
#include "ISkinnedMesh.h"
#include "SMeshBuffer.h"
#include "S3DVertex.h"
#include "irrString.h"
#include "matrix4.h"
#include "quaternion.h"
namespace irr
{
namespace scene
{
class IAnimatedMeshSceneNode;
class IBoneSceneNode;
class ISceneManager;
class CSkinnedMesh: public ISkinnedMesh
{
public:
//! constructor
CSkinnedMesh();
//! destructor
virtual ~CSkinnedMesh();
//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
virtual u32 getFrameCount() const IRR_OVERRIDE;
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const IRR_OVERRIDE;
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE;
//! returns the animated mesh based on a detail level (which is ignored)
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) IRR_OVERRIDE;
//! Animates this mesh's joints based on frame input
//! blend: {0-old position, 1-New position}
virtual void animateMesh(f32 frame, f32 blend) IRR_OVERRIDE;
//! Preforms a software skin on this mesh based of joint positions
virtual void skinMesh() IRR_OVERRIDE;
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const IRR_OVERRIDE;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE;
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Returns the pointer to the mesh buffer or
NULL if there is no such mesh buffer. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE;
//! returns an axis aligned bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
//! set user axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE;
//! sets a flag of all contained materials to a new value
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! Returns the type of the animated mesh.
virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
//! Gets joint count.
virtual u32 getJointCount() const IRR_OVERRIDE;
//! Gets the name of a joint.
virtual const c8* getJointName(u32 number) const IRR_OVERRIDE;
//! Gets a joint number from its name
virtual s32 getJointNumber(const c8* name) const IRR_OVERRIDE;
//! uses animation from another mesh
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) IRR_OVERRIDE;
//! Update Normals when Animating
//! False= Don't (default)
//! True = Update normals, slower
virtual void updateNormalsWhenAnimating(bool on) IRR_OVERRIDE;
//! Sets Interpolation Mode
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) IRR_OVERRIDE;
//! Convertes the mesh to contain tangent information
virtual void convertMeshToTangents() IRR_OVERRIDE;
//! Does the mesh have no animation
virtual bool isStatic() IRR_OVERRIDE;
//! (This feature is not implemented in irrlicht yet)
virtual bool setHardwareSkinning(bool on) IRR_OVERRIDE;
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//these functions will use the needed arrays, set values, etc to help the loaders
//! exposed for loaders to add mesh buffers
virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() IRR_OVERRIDE;
//! alternative method for adding joints
virtual core::array<SJoint*> &getAllJoints() IRR_OVERRIDE;
//! alternative method for adding joints
virtual const core::array<SJoint*> &getAllJoints() const IRR_OVERRIDE;
//! loaders should call this after populating the mesh
virtual void finalize() IRR_OVERRIDE;
//! Adds a new meshbuffer to the mesh, access it as last one
virtual SSkinMeshBuffer *addMeshBuffer() IRR_OVERRIDE;
//! Adds a new joint to the mesh, access it as last one
virtual SJoint *addJoint(SJoint *parent=0) IRR_OVERRIDE;
//! Adds a new position key to the mesh, access it as last one
virtual SPositionKey *addPositionKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new rotation key to the mesh, access it as last one
virtual SRotationKey *addRotationKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new scale key to the mesh, access it as last one
virtual SScaleKey *addScaleKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new weight to the mesh, access it as last one
virtual SWeight *addWeight(SJoint *joint) IRR_OVERRIDE;
virtual void updateBoundingBox(void);
//! Recovers the joints from the mesh
void recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes);
//! Tranfers the joint data to the mesh
void transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
//! Tranfers the joint hints to the mesh
void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
//! Creates an array of joints from this mesh as children of node
void addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
IAnimatedMeshSceneNode* node,
ISceneManager* smgr);
private:
void checkForAnimation();
void normalizeWeights();
void buildAllLocalAnimatedMatrices();
void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);
void getFrameData(f32 frame, SJoint *Node,
core::vector3df &position, s32 &positionHint,
core::vector3df &scale, s32 &scaleHint,
core::quaternion &rotation, s32 &rotationHint);
void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint);
void skinJoint(SJoint *Joint, SJoint *ParentJoint);
void calculateTangents(core::vector3df& normal,
core::vector3df& tangent, core::vector3df& binormal,
const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3,
const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3);
core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers
core::array<SSkinMeshBuffer*> LocalBuffers;
core::array<SJoint*> AllJoints;
core::array<SJoint*> RootJoints;
core::array< core::array<bool> > Vertices_Moved;
core::aabbox3d<f32> BoundingBox;
f32 EndFrame;
f32 FramesPerSecond;
f32 LastAnimatedFrame;
bool SkinnedLastFrame;
E_INTERPOLATION_MODE InterpolationMode:8;
bool HasAnimation;
bool PreparedForSkinning;
bool AnimateNormals;
bool HardwareSkinning;
};
} // end namespace scene
} // end namespace irr
#endif