2024-03-21 20:13:15 +01:00
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// 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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#pragma once
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#include "irrArray.h"
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#include "IBoneSceneNode.h"
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#include "IAnimatedMesh.h"
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#include "SSkinMeshBuffer.h"
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#include <optional>
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namespace irr
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{
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namespace scene
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{
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enum E_INTERPOLATION_MODE
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{
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// constant does use the current key-values without interpolation
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EIM_CONSTANT = 0,
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// linear interpolation
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EIM_LINEAR,
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//! count of all available interpolation modes
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EIM_COUNT
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};
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//! Interface for using some special functions of Skinned meshes
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class ISkinnedMesh : public IAnimatedMesh
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{
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public:
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//! Gets joint count.
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/** \return Amount of joints in the skeletal animated mesh. */
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virtual u32 getJointCount() const = 0;
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//! Gets the name of a joint.
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/** \param number: Zero based index of joint. The last joint
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has the number getJointCount()-1;
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\return Name of joint and null if an error happened. */
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virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
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//! Gets a joint number from its name
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/** \param name: Name of the joint.
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\return Number of the joint or std::nullopt if not found. */
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virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
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//! Use animation from another mesh
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/** The animation is linked (not copied) based on joint names
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so make sure they are unique.
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\return True if all joints in this mesh were
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matched up (empty names will not be matched, and it's case
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sensitive). Unmatched joints will not be animated. */
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virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
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//! Update Normals when Animating
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/** \param on If false don't animate, which is faster.
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Else update normals, which allows for proper lighting of
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animated meshes. */
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virtual void updateNormalsWhenAnimating(bool on) = 0;
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//! Sets Interpolation Mode
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virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
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//! Animates this mesh's joints based on frame input
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virtual void animateMesh(f32 frame, f32 blend) = 0;
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//! Preforms a software skin on this mesh based of joint positions
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virtual void skinMesh() = 0;
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//! converts the vertex type of all meshbuffers to tangents.
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/** E.g. used for bump mapping. */
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virtual void convertMeshToTangents() = 0;
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//! Allows to enable hardware skinning.
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/* This feature is not implemented in Irrlicht yet */
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virtual bool setHardwareSkinning(bool on) = 0;
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//! Refreshes vertex data cached in joints such as positions and normals
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virtual void refreshJointCache() = 0;
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//! Moves the mesh into static position.
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virtual void resetAnimation() = 0;
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//! A vertex weight
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struct SWeight
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{
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//! Index of the mesh buffer
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u16 buffer_id; // I doubt 32bits is needed
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//! Index of the vertex
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u32 vertex_id; // Store global ID here
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//! Weight Strength/Percentage (0-1)
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f32 strength;
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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char *Moved;
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core::vector3df StaticPos;
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core::vector3df StaticNormal;
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};
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//! Animation keyframe which describes a new position
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struct SPositionKey
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{
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f32 frame;
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core::vector3df position;
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};
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//! Animation keyframe which describes a new scale
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struct SScaleKey
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{
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f32 frame;
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core::vector3df scale;
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};
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//! Animation keyframe which describes a new rotation
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struct SRotationKey
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{
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f32 frame;
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core::quaternion rotation;
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};
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//! Joints
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struct SJoint
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{
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SJoint() :
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UseAnimationFrom(0), GlobalSkinningSpace(false),
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positionHint(-1), scaleHint(-1), rotationHint(-1)
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{
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}
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//! The name of this joint
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std::optional<std::string> Name;
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//! Local matrix of this joint
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core::matrix4 LocalMatrix;
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//! List of child joints
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core::array<SJoint *> Children;
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//! List of attached meshes
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core::array<u32> AttachedMeshes;
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//! Animation keys causing translation change
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core::array<SPositionKey> PositionKeys;
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//! Animation keys causing scale change
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core::array<SScaleKey> ScaleKeys;
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//! Animation keys causing rotation change
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core::array<SRotationKey> RotationKeys;
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//! Skin weights
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core::array<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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2024-05-15 01:00:07 +02:00
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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2024-03-21 20:13:15 +01:00
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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2024-05-15 01:00:07 +02:00
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//! These should be set by loaders.
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2024-03-21 20:13:15 +01:00
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core::vector3df Animatedposition;
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core::vector3df Animatedscale;
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core::quaternion Animatedrotation;
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2024-05-15 01:00:07 +02:00
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// The .x and .gltf formats pre-calculate this
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std::optional<core::matrix4> GlobalInversedMatrix;
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2024-03-21 20:13:15 +01:00
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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SJoint *UseAnimationFrom;
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bool GlobalSkinningSpace;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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};
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// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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// these functions will use the needed arrays, set values, etc to help the loaders
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//! exposed for loaders: to add mesh buffers
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virtual core::array<SSkinMeshBuffer *> &getMeshBuffers() = 0;
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//! exposed for loaders: joints list
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virtual core::array<SJoint *> &getAllJoints() = 0;
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//! exposed for loaders: joints list
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virtual const core::array<SJoint *> &getAllJoints() const = 0;
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//! loaders should call this after populating the mesh
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virtual void finalize() = 0;
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//! Adds a new meshbuffer to the mesh, access it as last one
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virtual SSkinMeshBuffer *addMeshBuffer() = 0;
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2024-09-02 14:50:30 +02:00
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//! Adds a new meshbuffer to the mesh, access it as last one
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virtual void addMeshBuffer(SSkinMeshBuffer *meshbuf) = 0;
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2024-03-21 20:13:15 +01:00
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//! Adds a new joint to the mesh, access it as last one
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virtual SJoint *addJoint(SJoint *parent = 0) = 0;
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//! Adds a new weight to the mesh, access it as last one
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virtual SWeight *addWeight(SJoint *joint) = 0;
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//! Adds a new position key to the mesh, access it as last one
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virtual SPositionKey *addPositionKey(SJoint *joint) = 0;
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//! Adds a new scale key to the mesh, access it as last one
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virtual SScaleKey *addScaleKey(SJoint *joint) = 0;
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//! Adds a new rotation key to the mesh, access it as last one
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virtual SRotationKey *addRotationKey(SJoint *joint) = 0;
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//! Check if the mesh is non-animated
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virtual bool isStatic() = 0;
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};
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} // end namespace scene
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} // end namespace irr
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