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216 lines
7.5 KiB
C
216 lines
7.5 KiB
C
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// 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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//New skinned mesh
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#ifndef __C_SKINNED_MESH_H_INCLUDED__
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#define __C_SKINNED_MESH_H_INCLUDED__
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#include "ISkinnedMesh.h"
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#include "SMeshBuffer.h"
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#include "S3DVertex.h"
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#include "irrString.h"
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#include "matrix4.h"
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#include "quaternion.h"
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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 IAnimatedMeshSceneNode;
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class IBoneSceneNode;
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class CSkinnedMesh: public ISkinnedMesh
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{
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public:
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//! constructor
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CSkinnedMesh();
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//! destructor
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virtual ~CSkinnedMesh();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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virtual u32 getFrameCount() const _IRR_OVERRIDE_;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_;
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//! returns the animated mesh based on a detail level (which is ignored)
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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virtual void animateMesh(f32 frame, f32 blend) _IRR_OVERRIDE_;
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//! Preforms a software skin on this mesh based of joint positions
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virtual void skinMesh() _IRR_OVERRIDE_;
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
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//! Gets joint count.
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virtual u32 getJointCount() const _IRR_OVERRIDE_;
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//! Gets the name of a joint.
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virtual const c8* getJointName(u32 number) const _IRR_OVERRIDE_;
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//! Gets a joint number from its name
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virtual s32 getJointNumber(const c8* name) const _IRR_OVERRIDE_;
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//! uses animation from another mesh
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virtual bool useAnimationFrom(const ISkinnedMesh *mesh) _IRR_OVERRIDE_;
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//! Update Normals when Animating
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//! False= Don't (default)
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//! True = Update normals, slower
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virtual void updateNormalsWhenAnimating(bool on) _IRR_OVERRIDE_;
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//! Sets Interpolation Mode
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virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) _IRR_OVERRIDE_;
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//! Convertes the mesh to contain tangent information
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virtual void convertMeshToTangents() _IRR_OVERRIDE_;
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//! Does the mesh have no animation
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virtual bool isStatic() _IRR_OVERRIDE_;
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//! (This feature is not implemented in irrlicht yet)
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virtual bool setHardwareSkinning(bool on) _IRR_OVERRIDE_;
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//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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//these functions will use the needed arrays, set values, etc to help the loaders
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//! exposed for loaders to add mesh buffers
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virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() _IRR_OVERRIDE_;
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//! alternative method for adding joints
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virtual core::array<SJoint*> &getAllJoints() _IRR_OVERRIDE_;
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//! alternative method for adding joints
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virtual const core::array<SJoint*> &getAllJoints() const _IRR_OVERRIDE_;
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//! loaders should call this after populating the mesh
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virtual void finalize() _IRR_OVERRIDE_;
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//! Adds a new meshbuffer to the mesh, access it as last one
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virtual SSkinMeshBuffer *addMeshBuffer() _IRR_OVERRIDE_;
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//! Adds a new joint to the mesh, access it as last one
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virtual SJoint *addJoint(SJoint *parent=0) _IRR_OVERRIDE_;
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//! Adds a new position key to the mesh, access it as last one
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virtual SPositionKey *addPositionKey(SJoint *joint) _IRR_OVERRIDE_;
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//! Adds a new rotation key to the mesh, access it as last one
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virtual SRotationKey *addRotationKey(SJoint *joint) _IRR_OVERRIDE_;
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//! Adds a new scale key to the mesh, access it as last one
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virtual SScaleKey *addScaleKey(SJoint *joint) _IRR_OVERRIDE_;
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//! Adds a new weight to the mesh, access it as last one
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virtual SWeight *addWeight(SJoint *joint) _IRR_OVERRIDE_;
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virtual void updateBoundingBox(void);
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes);
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//! Tranfers the joint data to the mesh
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void transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
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//! Tranfers the joint hints to the mesh
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void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
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//! Creates an array of joints from this mesh as children of node
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void addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
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IAnimatedMeshSceneNode* node,
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ISceneManager* smgr);
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private:
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void checkForAnimation();
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void normalizeWeights();
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void buildAllLocalAnimatedMatrices();
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void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);
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void getFrameData(f32 frame, SJoint *Node,
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core::vector3df &position, s32 &positionHint,
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core::vector3df &scale, s32 &scaleHint,
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core::quaternion &rotation, s32 &rotationHint);
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void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint);
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void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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void calculateTangents(core::vector3df& normal,
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core::vector3df& tangent, core::vector3df& binormal,
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const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3,
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const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3);
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core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers
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core::array<SSkinMeshBuffer*> LocalBuffers;
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core::array<SJoint*> AllJoints;
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core::array<SJoint*> RootJoints;
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core::array< core::array<bool> > Vertices_Moved;
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core::aabbox3d<f32> BoundingBox;
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f32 EndFrame;
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f32 FramesPerSecond;
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f32 LastAnimatedFrame;
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bool SkinnedLastFrame;
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E_INTERPOLATION_MODE InterpolationMode:8;
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bool HasAnimation;
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bool PreparedForSkinning;
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bool AnimateNormals;
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bool HardwareSkinning;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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