mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
97 lines
2.5 KiB
C
97 lines
2.5 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
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#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 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
|
||
|
const core::aabbox3d<f32> &getBoundingBox() const override = 0;
|
||
|
|
||
|
//! Returns the relative transformation of the scene node.
|
||
|
// virtual core::matrix4 getRelativeTransformation() const = 0;
|
||
|
|
||
|
//! The animation method.
|
||
|
void OnAnimate(u32 timeMs) override = 0;
|
||
|
|
||
|
//! The render method.
|
||
|
/** Does nothing as bones are not visible. */
|
||
|
void render() 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
|