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Merging r6250 through r6254 from trunk to ogl-es branch

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6255 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2021-08-27 19:14:39 +00:00
parent 21302d038a
commit ee3579015b
275 changed files with 4166 additions and 3846 deletions

View File

@@ -2,8 +2,8 @@
// 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__
#ifndef IRR_C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED
#define IRR_C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED
#include "IAnimatedMeshSceneNode.h"
#include "IAnimatedMesh.h"
@@ -31,135 +31,135 @@ namespace scene
virtual ~CAnimatedMeshSceneNode();
//! sets the current frame. from now on the animation is played from this frame.
virtual void setCurrentFrame(f32 frame) _IRR_OVERRIDE_;
virtual void setCurrentFrame(f32 frame) IRR_OVERRIDE;
//! frame
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
virtual void OnRegisterSceneNode() IRR_OVERRIDE;
//! OnAnimate() is called just before rendering the whole scene.
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE;
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
virtual void render() IRR_OVERRIDE;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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_;
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_;
virtual void setLoopMode(bool playAnimationLooped) IRR_OVERRIDE;
//! returns the current loop mode
virtual bool getLoopMode() const _IRR_OVERRIDE_;
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_;
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_;
virtual void setAnimationSpeed(f32 framesPerSecond) IRR_OVERRIDE;
//! gets the speed with which the animation is played
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
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_;
virtual video::SMaterial& getMaterial(u32 i) IRR_OVERRIDE;
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
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_;
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_;
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_;
virtual IBoneSceneNode* getJointNode(u32 jointID) IRR_OVERRIDE;
//! Gets joint count.
virtual u32 getJointCount() const _IRR_OVERRIDE_;
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_;
virtual bool removeChild(ISceneNode* child) IRR_OVERRIDE;
//! Starts a MD2 animation.
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) _IRR_OVERRIDE_;
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) IRR_OVERRIDE;
//! Starts a special MD2 animation.
virtual bool setMD2Animation(const c8* animationName) _IRR_OVERRIDE_;
virtual bool setMD2Animation(const c8* animationName) IRR_OVERRIDE;
//! Returns the current displayed frame number.
virtual f32 getFrameNr() const _IRR_OVERRIDE_;
virtual f32 getFrameNr() const IRR_OVERRIDE;
//! Returns the current start frame number.
virtual s32 getStartFrame() const _IRR_OVERRIDE_;
virtual s32 getStartFrame() const IRR_OVERRIDE;
//! Returns the current end frame number.
virtual s32 getEndFrame() const _IRR_OVERRIDE_;
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_;
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_;
virtual bool isReadOnlyMaterials() const IRR_OVERRIDE;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) _IRR_OVERRIDE_;
virtual void setMesh(IAnimatedMesh* mesh) IRR_OVERRIDE;
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) _IRR_OVERRIDE_ { return 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_;
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_;
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; }
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_;
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_;
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_;
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_;
virtual void setTransitionTime(f32 Time) IRR_OVERRIDE;
//! updates the joint positions of this mesh
virtual void animateJoints(bool CalculateAbsolutePositions=true) _IRR_OVERRIDE_;
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_;
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_;
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) IRR_OVERRIDE;
private:
@@ -220,4 +220,3 @@ namespace scene
} // end namespace irr
#endif