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luanti/irr/include/AnimatedMeshSceneNode.h

209 lines
6.8 KiB
C++

// 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<f32> &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<void(f32 dtime)> &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<SkinnedMesh::SJoint::VariantTransform> &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<video::SMaterial> Materials;
core::aabbox3d<f32> 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<void(f32)> OnAnimateCallback;
struct PerJointData {
std::vector<irr_ptr<CBoneSceneNode>> SceneNodes;
std::vector<core::matrix4> GlobalMatrices;
std::vector<std::optional<core::Transform>> 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