mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-07 02:30:25 +02:00
Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
215
source/Irrlicht/CSkinnedMesh.h
Normal file
215
source/Irrlicht/CSkinnedMesh.h
Normal file
@ -0,0 +1,215 @@
|
||||
// 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
|
||||
|
||||
//New skinned mesh
|
||||
|
||||
#ifndef __C_SKINNED_MESH_H_INCLUDED__
|
||||
#define __C_SKINNED_MESH_H_INCLUDED__
|
||||
|
||||
#include "ISkinnedMesh.h"
|
||||
#include "SMeshBuffer.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "irrString.h"
|
||||
#include "matrix4.h"
|
||||
#include "quaternion.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IAnimatedMeshSceneNode;
|
||||
class IBoneSceneNode;
|
||||
|
||||
class CSkinnedMesh: public ISkinnedMesh
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
CSkinnedMesh();
|
||||
|
||||
//! destructor
|
||||
virtual ~CSkinnedMesh();
|
||||
|
||||
//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
|
||||
virtual u32 getFrameCount() const _IRR_OVERRIDE_;
|
||||
|
||||
//! Gets the default animation speed of the animated mesh.
|
||||
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
||||
The actual speed is set in the scene node the mesh is instantiated in.*/
|
||||
virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_;
|
||||
|
||||
//! returns the animated mesh based on a detail level (which is ignored)
|
||||
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
|
||||
|
||||
//! Animates this mesh's joints based on frame input
|
||||
//! blend: {0-old position, 1-New position}
|
||||
virtual void animateMesh(f32 frame, f32 blend) _IRR_OVERRIDE_;
|
||||
|
||||
//! Preforms a software skin on this mesh based of joint positions
|
||||
virtual void skinMesh() _IRR_OVERRIDE_;
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
|
||||
|
||||
//! Returns pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Returns the pointer to the mesh buffer or
|
||||
NULL if there is no such mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
|
||||
|
||||
//! returns an axis aligned bounding box
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
|
||||
|
||||
//! sets a flag of all contained materials to a new value
|
||||
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
|
||||
|
||||
//! Gets joint count.
|
||||
virtual u32 getJointCount() const _IRR_OVERRIDE_;
|
||||
|
||||
//! Gets the name of a joint.
|
||||
virtual const c8* getJointName(u32 number) const _IRR_OVERRIDE_;
|
||||
|
||||
//! Gets a joint number from its name
|
||||
virtual s32 getJointNumber(const c8* name) const _IRR_OVERRIDE_;
|
||||
|
||||
//! uses animation from another mesh
|
||||
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) _IRR_OVERRIDE_;
|
||||
|
||||
//! Update Normals when Animating
|
||||
//! False= Don't (default)
|
||||
//! True = Update normals, slower
|
||||
virtual void updateNormalsWhenAnimating(bool on) _IRR_OVERRIDE_;
|
||||
|
||||
//! Sets Interpolation Mode
|
||||
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) _IRR_OVERRIDE_;
|
||||
|
||||
//! Convertes the mesh to contain tangent information
|
||||
virtual void convertMeshToTangents() _IRR_OVERRIDE_;
|
||||
|
||||
//! Does the mesh have no animation
|
||||
virtual bool isStatic() _IRR_OVERRIDE_;
|
||||
|
||||
//! (This feature is not implemented in irrlicht yet)
|
||||
virtual bool setHardwareSkinning(bool on) _IRR_OVERRIDE_;
|
||||
|
||||
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
||||
//these functions will use the needed arrays, set values, etc to help the loaders
|
||||
|
||||
//! exposed for loaders to add mesh buffers
|
||||
virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() _IRR_OVERRIDE_;
|
||||
|
||||
//! alternative method for adding joints
|
||||
virtual core::array<SJoint*> &getAllJoints() _IRR_OVERRIDE_;
|
||||
|
||||
//! alternative method for adding joints
|
||||
virtual const core::array<SJoint*> &getAllJoints() const _IRR_OVERRIDE_;
|
||||
|
||||
//! loaders should call this after populating the mesh
|
||||
virtual void finalize() _IRR_OVERRIDE_;
|
||||
|
||||
//! Adds a new meshbuffer to the mesh, access it as last one
|
||||
virtual SSkinMeshBuffer *addMeshBuffer() _IRR_OVERRIDE_;
|
||||
|
||||
//! Adds a new joint to the mesh, access it as last one
|
||||
virtual SJoint *addJoint(SJoint *parent=0) _IRR_OVERRIDE_;
|
||||
|
||||
//! Adds a new position key to the mesh, access it as last one
|
||||
virtual SPositionKey *addPositionKey(SJoint *joint) _IRR_OVERRIDE_;
|
||||
//! Adds a new rotation key to the mesh, access it as last one
|
||||
virtual SRotationKey *addRotationKey(SJoint *joint) _IRR_OVERRIDE_;
|
||||
//! Adds a new scale key to the mesh, access it as last one
|
||||
virtual SScaleKey *addScaleKey(SJoint *joint) _IRR_OVERRIDE_;
|
||||
|
||||
//! Adds a new weight to the mesh, access it as last one
|
||||
virtual SWeight *addWeight(SJoint *joint) _IRR_OVERRIDE_;
|
||||
|
||||
virtual void updateBoundingBox(void);
|
||||
|
||||
//! Recovers the joints from the mesh
|
||||
void recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes);
|
||||
|
||||
//! Tranfers the joint data to the mesh
|
||||
void transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
|
||||
|
||||
//! Tranfers the joint hints to the mesh
|
||||
void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);
|
||||
|
||||
//! Creates an array of joints from this mesh as children of node
|
||||
void addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
|
||||
IAnimatedMeshSceneNode* node,
|
||||
ISceneManager* smgr);
|
||||
|
||||
private:
|
||||
void checkForAnimation();
|
||||
|
||||
void normalizeWeights();
|
||||
|
||||
void buildAllLocalAnimatedMatrices();
|
||||
|
||||
void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);
|
||||
|
||||
void getFrameData(f32 frame, SJoint *Node,
|
||||
core::vector3df &position, s32 &positionHint,
|
||||
core::vector3df &scale, s32 &scaleHint,
|
||||
core::quaternion &rotation, s32 &rotationHint);
|
||||
|
||||
void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint);
|
||||
|
||||
void skinJoint(SJoint *Joint, SJoint *ParentJoint);
|
||||
|
||||
void calculateTangents(core::vector3df& normal,
|
||||
core::vector3df& tangent, core::vector3df& binormal,
|
||||
const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3,
|
||||
const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3);
|
||||
|
||||
core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers
|
||||
|
||||
core::array<SSkinMeshBuffer*> LocalBuffers;
|
||||
|
||||
core::array<SJoint*> AllJoints;
|
||||
core::array<SJoint*> RootJoints;
|
||||
|
||||
core::array< core::array<bool> > Vertices_Moved;
|
||||
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
|
||||
f32 EndFrame;
|
||||
f32 FramesPerSecond;
|
||||
|
||||
f32 LastAnimatedFrame;
|
||||
bool SkinnedLastFrame;
|
||||
|
||||
E_INTERPOLATION_MODE InterpolationMode:8;
|
||||
|
||||
bool HasAnimation;
|
||||
bool PreparedForSkinning;
|
||||
bool AnimateNormals;
|
||||
bool HardwareSkinning;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user