The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
		
			
				
	
	
		
			105 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			2.6 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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| 
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| #ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
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| #define __I_BONE_SCENE_NODE_H_INCLUDED__
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| 
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| #include "ISceneNode.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| 	//! Enumeration for different bone animation modes
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| 	enum E_BONE_ANIMATION_MODE
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| 	{
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| 		//! The bone is usually animated, unless it's parent is not animated
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| 		EBAM_AUTOMATIC=0,
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| 
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| 		//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
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| 		EBAM_ANIMATED,
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| 
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| 		//! The bone is not animated by the skin
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| 		EBAM_UNANIMATED,
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| 
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| 		//! Not an animation mode, just here to count the available modes
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| 		EBAM_COUNT
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| 
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| 	};
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| 
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| 	enum E_BONE_SKINNING_SPACE
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| 	{
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| 		//! local skinning, standard
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| 		EBSS_LOCAL=0,
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| 
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| 		//! global skinning
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| 		EBSS_GLOBAL,
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| 
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| 		EBSS_COUNT
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| 	};
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| 
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| 	//! Names for bone animation modes
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| 	const c8* const BoneAnimationModeNames[] =
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| 	{
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| 		"automatic",
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| 		"animated",
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| 		"unanimated",
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| 		0,
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| 	};
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| 
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| 
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| 	//! Interface for bones used for skeletal animation.
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| 	/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
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| 	class IBoneSceneNode : public ISceneNode
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| 	{
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| 	public:
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| 
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| 		IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
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| 			ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
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| 
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| 		//! Get the index of the bone
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| 		virtual u32 getBoneIndex() const = 0;
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| 
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| 		//! Sets the animation mode of the bone.
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| 		/** \return True if successful. (Unused) */
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| 		virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
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| 
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| 		//! Gets the current animation mode of the bone
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| 		virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
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| 
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| 		//! Get the axis aligned bounding box of this node
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| 		const core::aabbox3d<f32>& getBoundingBox() const override = 0;
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| 
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| 		//! Returns the relative transformation of the scene node.
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| 		//virtual core::matrix4 getRelativeTransformation() const = 0;
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| 
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| 		//! The animation method.
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| 		void OnAnimate(u32 timeMs) override =0;
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| 
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| 		//! The render method.
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| 		/** Does nothing as bones are not visible. */
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| 		void render() override { }
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| 
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| 		//! How the relative transformation of the bone is used
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| 		virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
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| 
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| 		//! How the relative transformation of the bone is used
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| 		virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
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| 
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| 		//! Updates the absolute position based on the relative and the parents position
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| 		virtual void updateAbsolutePositionOfAllChildren()=0;
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| 
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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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| 
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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| 
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