2023-10-03 20:37:00 +02:00
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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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#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
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#define __I_BONE_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.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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//! 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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//! 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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//! The bone is not animated by the skin
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EBAM_UNANIMATED,
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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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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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//! global skinning
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EBSS_GLOBAL,
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EBSS_COUNT
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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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{
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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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//! Interface for bones used for skeletal animation.
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/** Used with ISkinnedMesh 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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//! Get the index of the bone
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virtual u32 getBoneIndex() const = 0;
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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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//! Gets the current animation mode of the bone
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virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
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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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//! Returns the relative transformation of the scene node.
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//virtual core::matrix4 getRelativeTransformation() const = 0;
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//! The animation method.
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void OnAnimate(u32 timeMs) override =0;
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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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//! 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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//! 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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//! Updates the absolute position based on the relative and the parents position
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virtual void updateAbsolutePositionOfAllChildren()=0;
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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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} // end namespace scene
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} // end namespace irr
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#endif
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