// 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 "CBoneSceneNode.h" #include "ISceneNode.h" #include "IAnimatedMesh.h" #include "SkinnedMesh.h" #include "Transform.h" #include "irr_ptr.h" #include "matrix4.h" namespace scene { class AnimatedMeshSceneNode : public ISceneNode { public: //! constructor AnimatedMeshSceneNode(IAnimatedMesh *mesh, ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position = core::vector3df(0, 0, 0), const core::vector3df &rotation = core::vector3df(0, 0, 0), const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)); //! destructor virtual ~AnimatedMeshSceneNode(); //! frame void OnRegisterSceneNode() override; //! OnAnimate() is called just before rendering the whole scene. void OnAnimate(u32 timeMs) override; //! renders the node. void render() override; //! returns the axis aligned bounding box of this node const core::aabbox3d &getBoundingBox() const 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. video::SMaterial &getMaterial(u32 i) override; //! returns amount of materials used by this scene node. u32 getMaterialCount() const 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. bool removeChild(ISceneNode *child) override; //! Returns type of the scene node ESCENE_NODE_TYPE getType() const override { return ESNT_ANIMATED_MESH; } //! 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. */ ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) override; //! Sets the current frame number. /** From now on the animation is played from this frame. \param frame: Number of the frame to let the animation be started from. The frame number must be a valid frame number of the IMesh used by this scene node. Set IAnimatedMesh::getMesh() for details. */ void setCurrentFrame(f32 frame); //! Sets the frame numbers between the animation is looped. /** The default is 0 to getMaxFrameNumber() of the mesh. Number of played frames is end-start. It interpolates toward the last frame but stops when it is reached. It does not interpolate back to start even when looping. Looping animations should ensure last and first frame-key are identical. \param begin: Start frame number of the loop. \param end: End frame number of the loop. \return True if successful, false if not. */ //! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh bool setFrameLoop(f32 begin, f32 end); //! Sets looping mode which is on by default. If set to false, //! animations will not be looped. void setLoopMode(bool playAnimationLooped); //! returns the current loop mode bool getLoopMode() const; //! Will be called right after the joints have been animated, //! but before the transforms have been propagated recursively to children. void setOnAnimateCallback( const std::function &cb) { OnAnimateCallback = cb; } //! Sets the speed with which the animation is played. /** \param framesPerSecond: Frames per second played. */ void setAnimationSpeed(f32 framesPerSecond); //! Gets the speed with which the animation is played. /** \return Frames per second played. */ f32 getAnimationSpeed() const; //! Returns a pointer to a child node (nullptr if not found), //! which has the same transformation as //! the corresponding joint, if the mesh in this scene node is a skinned mesh. //! This can be used to attach children. IBoneSceneNode *getJointNode(const c8 *jointName); //! same as getJointNode(const c8* jointName), but based on id IBoneSceneNode *getJointNode(u32 jointID); //! Gets joint count. u32 getJointCount() const; //! Returns the currently displayed frame number. f32 getFrameNr() const; //! Returns the current start frame number. f32 getStartFrame() const; //! Returns the current end frame number. f32 getEndFrame() const; //! 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. */ void setReadOnlyMaterials(bool readonly); //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style bool isReadOnlyMaterials() const; //! Sets a new mesh void setMesh(IAnimatedMesh *mesh); //! Returns the current mesh IAnimatedMesh *getMesh(void) { return Mesh; } //! updates the absolute position based on the relative and the parents position void updateAbsolutePosition() override; //! Sets the transition time in seconds (note: This needs to enable joints) //! you must call animateJoints(), or the mesh will not animate void setTransitionTime(f32 Time); void updateJointSceneNodes(const std::vector &transforms); //! Updates the joint positions of this mesh, taking into accoutn transitions void animateJoints(); void addJoints(); //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected) void setRenderFromIdentity(bool On); private: //! Get a static mesh for the current frame of this animated mesh IMesh *getMeshForCurrentFrame(); void buildFrameNr(u32 timeMs); void checkJoints(); void copyOldTransforms(); void beginTransition(); core::array Materials; core::aabbox3d Box{{0.0f, 0.0f, 0.0f}}; IAnimatedMesh *Mesh; f32 StartFrame; f32 EndFrame; f32 FramesPerSecond; f32 CurrentFrameNr; u32 LastTimeMs; u32 TransitionTime; // Transition time in millisecs f32 Transiting; // is mesh transiting (plus cache of TransitionTime) f32 TransitingBlend; // 0-1, calculated on buildFrameNr bool JointsUsed; bool Looping; bool ReadOnlyMaterials; bool RenderFromIdentity; s32 PassCount; std::function OnAnimateCallback; struct PerJointData { std::vector> SceneNodes; std::vector GlobalMatrices; std::vector> PreTransSaves; void setN(u16 n) { SceneNodes.clear(); SceneNodes.resize(n); GlobalMatrices.clear(); GlobalMatrices.resize(n); PreTransSaves.clear(); PreTransSaves.resize(n); } }; PerJointData PerJoint; }; } // end namespace scene