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https://github.com/minetest/irrlicht.git
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1d58677e18
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
1125 lines
30 KiB
C++
1125 lines
30 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CAnimatedMeshSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "os.h"
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#include "IFileSystem.h"
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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#include "CShadowVolumeSceneNode.h"
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#else
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#include "IShadowVolumeSceneNode.h"
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#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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#include "IAnimatedMeshMD3.h"
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#include "CSkinnedMesh.h"
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#include "IBoneSceneNode.h"
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#include "IMesh.h"
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#include "IMeshCache.h"
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#include "IAnimatedMesh.h"
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#include "quaternion.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
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ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position,
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const core::vector3df& rotation,
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const core::vector3df& scale)
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: IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
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CurrentFrameNr(0.f), LastTimeMs(0),
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TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
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JointMode(EJUOR_NONE), JointsUsed(false),
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Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
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LoopCallBack(0), PassCount(0), Shadow(0), MD3Special(0)
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{
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#ifdef _DEBUG
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setDebugName("CAnimatedMeshSceneNode");
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#endif
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setMesh(mesh);
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}
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//! destructor
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CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
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{
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if (MD3Special)
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MD3Special->drop();
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if (Mesh)
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Mesh->drop();
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if (Shadow)
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Shadow->drop();
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if (LoopCallBack)
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LoopCallBack->drop();
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}
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//! Sets the current frame. From now on the animation is played from this frame.
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void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
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{
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// if you pass an out of range value, we just clamp it
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CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
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beginTransition(); //transit to this frame if enabled
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}
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//! Returns the currently displayed frame number.
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f32 CAnimatedMeshSceneNode::getFrameNr() const
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{
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return CurrentFrameNr;
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}
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//! Get CurrentFrameNr and update transiting settings
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void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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{
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if (Transiting!=0.f)
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{
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TransitingBlend += (f32)(timeMs) * Transiting;
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if (TransitingBlend > 1.f)
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{
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Transiting=0.f;
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TransitingBlend=0.f;
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}
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}
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if (StartFrame==EndFrame)
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{
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CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes
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}
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else if (Looping)
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{
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// play animation looped
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CurrentFrameNr += timeMs * FramesPerSecond;
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// We have no interpolation between EndFrame and StartFrame,
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// the last frame must be identical to first one with our current solution.
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if (FramesPerSecond > 0.f) //forwards...
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{
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if (CurrentFrameNr > EndFrame)
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CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame));
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}
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else //backwards...
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{
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if (CurrentFrameNr < StartFrame)
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CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame));
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}
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}
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else
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{
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// play animation non looped
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CurrentFrameNr += timeMs * FramesPerSecond;
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if (FramesPerSecond > 0.f) //forwards...
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{
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if (CurrentFrameNr > (f32)EndFrame)
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{
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CurrentFrameNr = (f32)EndFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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}
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else //backwards...
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{
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if (CurrentFrameNr < (f32)StartFrame)
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{
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CurrentFrameNr = (f32)StartFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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}
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}
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}
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void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible && Mesh)
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{
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// because this node supports rendering of mixed mode meshes consisting of
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// transparent and solid material at the same time, we need to go through all
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// materials, check of what type they are and register this node for the right
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// render pass according to that.
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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PassCount = 0;
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int transparentCount = 0;
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int solidCount = 0;
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// count transparent and solid materials in this scene node
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const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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for (u32 i=0; i<numMaterials; ++i)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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if ( driver->needsTransparentRenderPass(material) )
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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}
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// register according to material types counted
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if (solidCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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if (transparentCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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{
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if(Mesh->getMeshType() != EAMT_SKINNED)
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{
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s32 frameNr = (s32) getFrameNr();
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s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f);
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return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
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}
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else
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{
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#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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return 0;
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#else
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
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if (JointMode == EJUOR_CONTROL)//write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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else
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skinnedMesh->animateMesh(getFrameNr(), 1.0f);
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// Update the skinned mesh for the current joint transforms.
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skinnedMesh->skinMesh();
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if (JointMode == EJUOR_READ)//read from mesh
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{
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skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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//---slow---
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for (u32 n=0;n<JointChildSceneNodes.size();++n)
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if (JointChildSceneNodes[n]->getParent()==this)
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{
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JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
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}
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}
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if(JointMode == EJUOR_CONTROL)
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{
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// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
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skinnedMesh->updateBoundingBox();
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}
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return skinnedMesh;
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#endif
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}
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}
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//! OnAnimate() is called just before rendering the whole scene.
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void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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{
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if (LastTimeMs==0) // first frame
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{
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LastTimeMs = timeMs;
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}
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// set CurrentFrameNr
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buildFrameNr(timeMs-LastTimeMs);
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// update bbox
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if (Mesh)
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{
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scene::IMesh * mesh = getMeshForCurrentFrame();
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if (mesh)
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Box = mesh->getBoundingBox();
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}
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LastTimeMs = timeMs;
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IAnimatedMeshSceneNode::OnAnimate(timeMs);
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}
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//! renders the node.
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void CAnimatedMeshSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!Mesh || !driver)
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return;
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const bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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++PassCount;
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scene::IMesh* m = getMeshForCurrentFrame();
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if(m)
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{
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Box = m->getBoundingBox();
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}
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else
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{
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#ifdef _DEBUG
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os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
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#endif
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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if (Shadow && PassCount==1)
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Shadow->updateShadowVolumes();
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// for debug purposes only:
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bool renderMeshes = true;
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video::SMaterial mat;
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if (DebugDataVisible && PassCount==1)
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{
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// overwrite half transparency
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if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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{
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for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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mat = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->setMaterial(mat);
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driver->drawMeshBuffer(mb);
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}
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renderMeshes = false;
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}
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}
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// render original meshes
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if (renderMeshes)
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{
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for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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{
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const bool transparent = driver->needsTransparentRenderPass(Materials[i]);
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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// for debug purposes only:
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if (DebugDataVisible && PassCount==1)
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{
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video::SMaterial debug_mat;
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debug_mat.Lighting = false;
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debug_mat.AntiAliasing=0;
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driver->setMaterial(debug_mat);
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// show normals
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if (DebugDataVisible & scene::EDS_NORMALS)
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{
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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const u32 count = m->getMeshBufferCount();
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// draw normals
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for (u32 g=0; g < count; ++g)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(g);
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->drawMeshBufferNormals(mb, debugNormalLength, debugNormalColor);
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}
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}
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debug_mat.ZBuffer = video::ECFN_DISABLED;
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debug_mat.Lighting = false;
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driver->setMaterial(debug_mat);
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if (DebugDataVisible & scene::EDS_BBOX)
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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// show bounding box
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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for (u32 g=0; g< m->getMeshBufferCount(); ++g)
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{
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const IMeshBuffer* mb = m->getMeshBuffer(g);
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if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128));
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}
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}
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// show skeleton
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if (DebugDataVisible & scene::EDS_SKELETON)
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{
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if (Mesh->getMeshType() == EAMT_SKINNED)
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{
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// draw skeleton
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for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
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{
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ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
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for (u32 n=0;n<joint->Children.size();++n)
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{
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driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
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video::SColor(255,51,66,255));
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}
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}
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}
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// show tag for quake3 models
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if (Mesh->getMeshType() == EAMT_MD3)
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{
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IAnimatedMesh * arrow =
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SceneManager->addArrowMesh (
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"__tag_show",
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0xFF0000FF, 0xFF000088,
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4, 8, 5.f, 4.f, 0.5f,
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1.f);
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if (!arrow)
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{
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arrow = SceneManager->getMesh ( "__tag_show" );
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}
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IMesh *arrowMesh = arrow->getMesh(0);
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core::matrix4 matr;
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SMD3QuaternionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList(
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(s32)getFrameNr(), 255,
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getStartFrame(), getEndFrame());
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if (taglist)
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{
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for ( u32 ts = 0; ts != taglist->size(); ++ts )
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{
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(*taglist)[ts].setto(matr);
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driver->setTransform(video::ETS_WORLD, matr );
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for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a )
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driver->drawMeshBuffer(arrowMesh->getMeshBuffer(a));
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}
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}
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}
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}
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// show mesh
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if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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{
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debug_mat.Lighting = false;
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debug_mat.Wireframe = true;
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debug_mat.ZBuffer = video::ECFN_DISABLED;
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driver->setMaterial(debug_mat);
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for (u32 g=0; g<m->getMeshBufferCount(); ++g)
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{
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const IMeshBuffer* mb = m->getMeshBuffer(g);
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getStartFrame() const
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{
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return StartFrame;
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getEndFrame() const
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{
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return EndFrame;
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}
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//! sets the frames between the animation is looped.
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//! the default is 0 - MaximalFrameCount of the mesh.
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bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
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{
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const s32 maxFrameCount = Mesh->getFrameCount() - 1;
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if (end < begin)
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{
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StartFrame = core::s32_clamp(end, 0, maxFrameCount);
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EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
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}
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else
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{
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StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
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EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
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}
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if (FramesPerSecond < 0)
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setCurrentFrame((f32)EndFrame);
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else
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setCurrentFrame((f32)StartFrame);
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return true;
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}
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//! sets the speed with witch the animation is played
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void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
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{
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FramesPerSecond = framesPerSecond * 0.001f;
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}
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f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
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{
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return FramesPerSecond * 1000.f;
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
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{
|
|
return Box;
|
|
}
|
|
|
|
|
|
//! returns the material based on the zero based index i.
|
|
video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
|
|
{
|
|
if (i >= Materials.size())
|
|
return ISceneNode::getMaterial(i);
|
|
|
|
return Materials[i];
|
|
}
|
|
|
|
|
|
|
|
//! returns amount of materials used by this scene node.
|
|
u32 CAnimatedMeshSceneNode::getMaterialCount() const
|
|
{
|
|
return Materials.size();
|
|
}
|
|
|
|
|
|
//! Creates shadow volume scene node as child of this node
|
|
//! and returns a pointer to it.
|
|
IShadowVolumeSceneNode* CAnimatedMeshSceneNode::addShadowVolumeSceneNode(
|
|
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
|
|
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
|
|
return 0;
|
|
|
|
if (!shadowMesh)
|
|
shadowMesh = Mesh; // if null is given, use the mesh of node
|
|
|
|
if (Shadow)
|
|
Shadow->drop();
|
|
|
|
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
|
|
return Shadow;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
//! 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.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
const s32 number = skinnedMesh->getJointNumber(jointName);
|
|
|
|
if (number == -1)
|
|
{
|
|
os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
|
|
return 0;
|
|
}
|
|
|
|
if ((s32)JointChildSceneNodes.size() <= number)
|
|
{
|
|
os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return JointChildSceneNodes[number];
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//! 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.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
if (JointChildSceneNodes.size() <= jointID)
|
|
{
|
|
os::Printer::log("Joint not loaded into node", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return JointChildSceneNodes[jointID];
|
|
#endif
|
|
}
|
|
|
|
//! Gets joint count.
|
|
u32 CAnimatedMeshSceneNode::getJointCount() const
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return 0;
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
return skinnedMesh->getJointCount();
|
|
#endif
|
|
}
|
|
|
|
|
|
//! 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 childs.
|
|
bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child)
|
|
{
|
|
if (child && Shadow == child)
|
|
{
|
|
Shadow->drop();
|
|
Shadow = 0;
|
|
}
|
|
|
|
if (ISceneNode::removeChild(child))
|
|
{
|
|
if (JointsUsed) //stop weird bugs caused while changing parents as the joints are being created
|
|
{
|
|
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
|
|
{
|
|
if (JointChildSceneNodes[i] == child)
|
|
{
|
|
JointChildSceneNodes[i] = 0; //remove link to child
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Starts a MD2 animation.
|
|
bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim)
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
|
|
return false;
|
|
|
|
IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
|
|
|
|
s32 begin, end, speed;
|
|
md->getFrameLoop(anim, begin, end, speed);
|
|
|
|
setAnimationSpeed( f32(speed) );
|
|
setFrameLoop(begin, end);
|
|
return true;
|
|
}
|
|
|
|
|
|
//! Starts a special MD2 animation.
|
|
bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName)
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
|
|
return false;
|
|
|
|
IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
|
|
|
|
s32 begin, end, speed;
|
|
if (!md->getFrameLoop(animationName, begin, end, speed))
|
|
return false;
|
|
|
|
setAnimationSpeed( (f32)speed );
|
|
setFrameLoop(begin, end);
|
|
return true;
|
|
}
|
|
|
|
|
|
//! Sets looping mode which is on by default. If set to false,
|
|
//! animations will not be looped.
|
|
void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
|
|
{
|
|
Looping = playAnimationLooped;
|
|
}
|
|
|
|
//! returns the current loop mode
|
|
bool CAnimatedMeshSceneNode::getLoopMode() const
|
|
{
|
|
return Looping;
|
|
}
|
|
|
|
|
|
//! Sets a callback interface which will be called if an animation
|
|
//! playback has ended. Set this to 0 to disable the callback again.
|
|
void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack* callback)
|
|
{
|
|
if (callback == LoopCallBack)
|
|
return;
|
|
|
|
if (LoopCallBack)
|
|
LoopCallBack->drop();
|
|
|
|
LoopCallBack = callback;
|
|
|
|
if (LoopCallBack)
|
|
LoopCallBack->grab();
|
|
}
|
|
|
|
|
|
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
|
void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
|
|
{
|
|
ReadOnlyMaterials = readonly;
|
|
}
|
|
|
|
|
|
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
|
bool CAnimatedMeshSceneNode::isReadOnlyMaterials() const
|
|
{
|
|
return ReadOnlyMaterials;
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
IAnimatedMeshSceneNode::serializeAttributes(out, options);
|
|
|
|
if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
|
|
{
|
|
const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
|
|
SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
|
|
options->Filename);
|
|
out->addString("Mesh", path.c_str());
|
|
}
|
|
else
|
|
out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
|
|
out->addBool("Looping", Looping);
|
|
out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
|
|
out->addFloat("FramesPerSecond", FramesPerSecond);
|
|
out->addInt("StartFrame", StartFrame);
|
|
out->addInt("EndFrame", EndFrame);
|
|
}
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
|
void CAnimatedMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
|
{
|
|
IAnimatedMeshSceneNode::deserializeAttributes(in, options);
|
|
|
|
io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
|
|
io::path newMeshStr = in->getAttributeAsString("Mesh");
|
|
|
|
Looping = in->getAttributeAsBool("Looping");
|
|
ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
|
|
FramesPerSecond = in->getAttributeAsFloat("FramesPerSecond");
|
|
StartFrame = in->getAttributeAsInt("StartFrame");
|
|
EndFrame = in->getAttributeAsInt("EndFrame");
|
|
|
|
if (newMeshStr != "" && oldMeshStr != newMeshStr)
|
|
{
|
|
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
|
|
|
|
if (newAnimatedMesh)
|
|
setMesh(newAnimatedMesh);
|
|
}
|
|
|
|
// TODO: read animation names instead of frame begin and ends
|
|
}
|
|
|
|
|
|
//! Sets a new mesh
|
|
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
|
|
{
|
|
if (!mesh)
|
|
return; // won't set null mesh
|
|
|
|
if (Mesh != mesh)
|
|
{
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
|
|
Mesh = mesh;
|
|
|
|
// grab the mesh (it's non-null!)
|
|
Mesh->grab();
|
|
}
|
|
|
|
// get materials and bounding box
|
|
Box = Mesh->getBoundingBox();
|
|
|
|
IMesh* m = Mesh->getMesh(0,0);
|
|
if (m)
|
|
{
|
|
Materials.clear();
|
|
Materials.reallocate(m->getMeshBufferCount());
|
|
|
|
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
|
|
{
|
|
IMeshBuffer* mb = m->getMeshBuffer(i);
|
|
if (mb)
|
|
Materials.push_back(mb->getMaterial());
|
|
else
|
|
Materials.push_back(video::SMaterial());
|
|
}
|
|
}
|
|
|
|
// clean up joint nodes
|
|
if (JointsUsed)
|
|
{
|
|
JointsUsed=false;
|
|
checkJoints();
|
|
}
|
|
|
|
// get start and begin time
|
|
setAnimationSpeed(Mesh->getAnimationSpeed()); // NOTE: This had been commented out (but not removed!) in r3526. Which caused meshloader-values for speed to be ignored unless users specified explicitly. Missing a test-case where this could go wrong so I put the code back in.
|
|
setFrameLoop(0, Mesh->getFrameCount()-1);
|
|
}
|
|
|
|
|
|
// 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* CAnimatedMeshSceneNode::getMD3TagTransformation(const core::stringc& tagname)
|
|
{
|
|
return MD3Special ? MD3Special->AbsoluteTagList.get(tagname) : 0;
|
|
}
|
|
|
|
|
|
//! updates the absolute position based on the relative and the parents position
|
|
void CAnimatedMeshSceneNode::updateAbsolutePosition()
|
|
{
|
|
IAnimatedMeshSceneNode::updateAbsolutePosition();
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_MD3)
|
|
return;
|
|
|
|
SMD3QuaternionTagList *taglist;
|
|
taglist = ( (IAnimatedMeshMD3*) Mesh )->getTagList ( (s32)getFrameNr(),255,getStartFrame (),getEndFrame () );
|
|
if (taglist)
|
|
{
|
|
if (!MD3Special)
|
|
{
|
|
MD3Special = new SMD3Special();
|
|
}
|
|
|
|
SMD3QuaternionTag parent ( MD3Special->Tagname );
|
|
if (Parent && Parent->getType() == ESNT_ANIMATED_MESH)
|
|
{
|
|
const SMD3QuaternionTag * p = ((IAnimatedMeshSceneNode*) Parent)->getMD3TagTransformation
|
|
( MD3Special->Tagname );
|
|
|
|
if (p)
|
|
parent = *p;
|
|
}
|
|
|
|
SMD3QuaternionTag relative( RelativeTranslation, RelativeRotation );
|
|
|
|
MD3Special->AbsoluteTagList.set_used ( taglist->size () );
|
|
for ( u32 i=0; i!= taglist->size (); ++i )
|
|
{
|
|
MD3Special->AbsoluteTagList[i].position = parent.position + (*taglist)[i].position + relative.position;
|
|
MD3Special->AbsoluteTagList[i].rotation = parent.rotation * (*taglist)[i].rotation * relative.rotation;
|
|
}
|
|
}
|
|
}
|
|
|
|
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
|
|
void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
|
|
{
|
|
checkJoints();
|
|
JointMode=mode;
|
|
}
|
|
|
|
//! 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
|
|
void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
|
|
{
|
|
const u32 ttime = (u32)core::floor32(time*1000.0f);
|
|
if (TransitionTime==ttime)
|
|
return;
|
|
TransitionTime = ttime;
|
|
if (ttime != 0)
|
|
setJointMode(EJUOR_CONTROL);
|
|
else
|
|
setJointMode(EJUOR_NONE);
|
|
}
|
|
|
|
|
|
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
|
|
void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
|
|
{
|
|
RenderFromIdentity=enable;
|
|
}
|
|
|
|
|
|
//! updates the joint positions of this mesh
|
|
void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return;
|
|
#else
|
|
if (Mesh && Mesh->getMeshType() == EAMT_SKINNED )
|
|
{
|
|
checkJoints();
|
|
const f32 frame = getFrameNr(); //old?
|
|
|
|
CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);
|
|
|
|
skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
|
|
skinnedMesh->animateMesh(frame, 1.0f);
|
|
skinnedMesh->recoverJointsFromMesh( JointChildSceneNodes);
|
|
|
|
//-----------------------------------------
|
|
// Transition
|
|
//-----------------------------------------
|
|
|
|
if (Transiting != 0.f)
|
|
{
|
|
// Init additional matrices
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
for (u32 n=0; n<JointChildSceneNodes.size(); ++n)
|
|
{
|
|
//------Position------
|
|
|
|
JointChildSceneNodes[n]->setPosition(
|
|
core::lerp(
|
|
PretransitingSave[n].getTranslation(),
|
|
JointChildSceneNodes[n]->getPosition(),
|
|
TransitingBlend));
|
|
|
|
//------Rotation------
|
|
|
|
//Code is slow, needs to be fixed up
|
|
|
|
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees()*core::DEGTORAD);
|
|
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation()*core::DEGTORAD);
|
|
|
|
core::quaternion QRotation;
|
|
QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
|
|
|
|
core::vector3df tmpVector;
|
|
QRotation.toEuler(tmpVector);
|
|
tmpVector*=core::RADTODEG; //convert from radians back to degrees
|
|
JointChildSceneNodes[n]->setRotation( tmpVector );
|
|
|
|
//------Scale------
|
|
|
|
//JointChildSceneNodes[n]->setScale(
|
|
// core::lerp(
|
|
// PretransitingSave[n].getScale(),
|
|
// JointChildSceneNodes[n]->getScale(),
|
|
// TransitingBlend));
|
|
}
|
|
}
|
|
|
|
if (CalculateAbsolutePositions)
|
|
{
|
|
//---slow---
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
{
|
|
if (JointChildSceneNodes[n]->getParent()==this)
|
|
{
|
|
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshSceneNode::checkJoints()
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return;
|
|
|
|
if (!JointsUsed)
|
|
{
|
|
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
|
|
removeChild(JointChildSceneNodes[i]);
|
|
JointChildSceneNodes.clear();
|
|
|
|
//Create joints for SkinnedMesh
|
|
((CSkinnedMesh*)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
|
|
((CSkinnedMesh*)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
|
|
|
|
JointsUsed=true;
|
|
JointMode=EJUOR_READ;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshSceneNode::beginTransition()
|
|
{
|
|
if (!JointsUsed)
|
|
return;
|
|
|
|
if (TransitionTime != 0)
|
|
{
|
|
//Check the array is big enough
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
//Copy the position of joints
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
PretransitingSave[n]=JointChildSceneNodes[n]->getRelativeTransformation();
|
|
|
|
Transiting = core::reciprocal((f32)TransitionTime);
|
|
}
|
|
TransitingBlend = 0.f;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
|
{
|
|
if (!newParent)
|
|
newParent = Parent;
|
|
if (!newManager)
|
|
newManager = SceneManager;
|
|
|
|
CAnimatedMeshSceneNode* newNode =
|
|
new CAnimatedMeshSceneNode(Mesh, NULL, newManager, ID, RelativeTranslation,
|
|
RelativeRotation, RelativeScale);
|
|
|
|
if (newParent)
|
|
{
|
|
newNode->setParent(newParent); // not in constructor because virtual overload for updateAbsolutePosition won't be called
|
|
newNode->drop();
|
|
}
|
|
|
|
newNode->cloneMembers(this, newManager);
|
|
|
|
newNode->Materials = Materials;
|
|
newNode->Box = Box;
|
|
newNode->Mesh = Mesh;
|
|
newNode->StartFrame = StartFrame;
|
|
newNode->EndFrame = EndFrame;
|
|
newNode->FramesPerSecond = FramesPerSecond;
|
|
newNode->CurrentFrameNr = CurrentFrameNr;
|
|
newNode->JointMode = JointMode;
|
|
newNode->JointsUsed = JointsUsed;
|
|
newNode->TransitionTime = TransitionTime;
|
|
newNode->Transiting = Transiting;
|
|
newNode->TransitingBlend = TransitingBlend;
|
|
newNode->Looping = Looping;
|
|
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
|
|
newNode->LoopCallBack = LoopCallBack;
|
|
if (newNode->LoopCallBack)
|
|
newNode->LoopCallBack->grab();
|
|
newNode->PassCount = PassCount;
|
|
newNode->Shadow = Shadow;
|
|
if (newNode->Shadow)
|
|
newNode->Shadow->grab();
|
|
newNode->JointChildSceneNodes = JointChildSceneNodes;
|
|
newNode->PretransitingSave = PretransitingSave;
|
|
newNode->RenderFromIdentity = RenderFromIdentity;
|
|
newNode->MD3Special = MD3Special;
|
|
|
|
return newNode;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|