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			97 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			2.5 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 "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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| 		"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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| //! Interface for bones used for skeletal animation.
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| /** Used with SkinnedMesh and IAnimatedMeshSceneNode. */
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| class IBoneSceneNode : public ISceneNode
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| {
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| public:
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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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| } // end namespace scene
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| } // end namespace irr
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