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			182 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			182 lines
		
	
	
		
			6.2 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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| #pragma once
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| 
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| #include "IAnimatedMeshSceneNode.h"
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| #include "IAnimatedMesh.h"
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| 
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| #include "matrix4.h"
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| 
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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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| 	class IDummyTransformationSceneNode;
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| 
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| 	class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
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| 	{
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| 	public:
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| 
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| 		//! constructor
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| 		CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr,	s32 id,
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| 			const core::vector3df& position = core::vector3df(0,0,0),
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| 			const core::vector3df& rotation = core::vector3df(0,0,0),
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| 			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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| 
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| 		//! destructor
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| 		virtual ~CAnimatedMeshSceneNode();
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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 setCurrentFrame(f32 frame) override;
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| 
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| 		//! frame
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| 		void OnRegisterSceneNode() override;
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| 
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| 		//! OnAnimate() is called just before rendering the whole scene.
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| 		void OnAnimate(u32 timeMs) override;
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| 
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| 		//! renders the node.
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| 		void render() override;
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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>& getBoundingBox() const override;
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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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| 		//! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh
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| 		bool setFrameLoop(s32 begin, s32 end) override;
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| 
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| 		//! Sets looping mode which is on by default. If set to false,
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| 		//! animations will not be looped.
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| 		void setLoopMode(bool playAnimationLooped) override;
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| 
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| 		//! returns the current loop mode
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| 		bool getLoopMode() const override;
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| 
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| 		//! Sets a callback interface which will be called if an animation
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| 		//! playback has ended. Set this to 0 to disable the callback again.
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| 		void setAnimationEndCallback(IAnimationEndCallBack* callback=0) override;
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| 
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| 		//! sets the speed with which the animation is played
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| 		//! NOTE: setMesh will also change this value and set it to the default speed of the mesh
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| 		void setAnimationSpeed(f32 framesPerSecond) override;
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| 
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| 		//! gets the speed with which the animation is played
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| 		f32 getAnimationSpeed() const override;
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| 
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| 		//! returns the material based on the zero based index i. To get the amount
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| 		//! of materials used by this scene node, use getMaterialCount().
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| 		//! This function is needed for inserting the node into the scene hierarchy on a
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| 		//! optimal position for minimizing renderstate changes, but can also be used
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| 		//! to directly modify the material of a scene node.
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| 		video::SMaterial& getMaterial(u32 i) override;
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| 
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| 		//! returns amount of materials used by this scene node.
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| 		u32 getMaterialCount() const override;
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| 
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| 		//! Returns a pointer to a child node, which has the same transformation as
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| 		//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
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| 		IBoneSceneNode* getJointNode(const c8* jointName) override;
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| 
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| 		//! same as getJointNode(const c8* jointName), but based on id
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| 		IBoneSceneNode* getJointNode(u32 jointID) override;
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| 
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| 		//! Gets joint count.
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| 		u32 getJointCount() const override;
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| 
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| 		//! Removes a child from this scene node.
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| 		//! Implemented here, to be able to remove the shadow properly, if there is one,
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| 		//! or to remove attached child.
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| 		bool removeChild(ISceneNode* child) override;
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| 
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| 		//! Returns the current displayed frame number.
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| 		f32 getFrameNr() const override;
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| 		//! Returns the current start frame number.
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| 		s32 getStartFrame() const override;
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| 		//! Returns the current end frame number.
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| 		s32 getEndFrame() const override;
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| 
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| 		//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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| 		/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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| 		referencing this mesh to change too. */
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| 		void setReadOnlyMaterials(bool readonly) override;
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| 
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| 		//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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| 		bool isReadOnlyMaterials() const override;
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| 
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| 		//! Sets a new mesh
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| 		void setMesh(IAnimatedMesh* mesh) override;
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| 
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| 		//! Returns the current mesh
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| 		IAnimatedMesh* getMesh(void) override { return Mesh; }
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| 
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| 		//! Returns type of the scene node
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| 		ESCENE_NODE_TYPE getType() const override { return ESNT_ANIMATED_MESH; }
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| 
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| 		//! updates the absolute position based on the relative and the parents position
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| 		void updateAbsolutePosition() override;
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| 
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| 
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| 		//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
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| 		void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) override;
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| 
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| 		//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
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| 		//! you must call animateJoints(), or the mesh will not animate
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| 		void setTransitionTime(f32 Time) override;
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| 
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| 		//! updates the joint positions of this mesh
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| 		void animateJoints(bool CalculateAbsolutePositions=true) override;
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| 
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| 		//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
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| 		void setRenderFromIdentity( bool On ) override;
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| 
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| 		//! Creates a clone of this scene node and its children.
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| 		/** \param newParent An optional new parent.
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| 		\param newManager An optional new scene manager.
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| 		\return The newly created clone of this node. */
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| 		ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
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| 
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| 	private:
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| 
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| 		//! Get a static mesh for the current frame of this animated mesh
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| 		IMesh* getMeshForCurrentFrame();
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| 
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| 		void buildFrameNr(u32 timeMs);
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| 		void checkJoints();
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| 		void beginTransition();
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| 
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| 		core::array<video::SMaterial> Materials;
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| 		core::aabbox3d<f32> Box;
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| 		IAnimatedMesh* Mesh;
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| 
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| 		s32 StartFrame;
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| 		s32 EndFrame;
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| 		f32 FramesPerSecond;
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| 		f32 CurrentFrameNr;
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| 
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| 		u32 LastTimeMs;
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| 		u32 TransitionTime; //Transition time in millisecs
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| 		f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
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| 		f32 TransitingBlend; //0-1, calculated on buildFrameNr
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| 
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| 		//0-unused, 1-get joints only, 2-set joints only, 3-move and set
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| 		E_JOINT_UPDATE_ON_RENDER JointMode;
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| 		bool JointsUsed;
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| 
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| 		bool Looping;
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| 		bool ReadOnlyMaterials;
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| 		bool RenderFromIdentity;
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| 
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| 		IAnimationEndCallBack* LoopCallBack;
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| 		s32 PassCount;
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| 
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| 		core::array<IBoneSceneNode* > JointChildSceneNodes;
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| 		core::array<core::matrix4> PretransitingSave;
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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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