// 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 "IAnimatedMeshSceneNode.h" #include "IAnimatedMesh.h" #include "matrix4.h" namespace irr { namespace scene { class IDummyTransformationSceneNode; class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode { public: //! constructor CAnimatedMeshSceneNode(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 ~CAnimatedMeshSceneNode(); //! sets the current frame. from now on the animation is played from this frame. void setCurrentFrame(f32 frame) override; //! 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& getBoundingBox() const override; //! sets the frames between the animation is looped. //! the default is 0 - MaximalFrameCount of the mesh. //! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh bool setFrameLoop(s32 begin, s32 end) override; //! Sets looping mode which is on by default. If set to false, //! animations will not be looped. void setLoopMode(bool playAnimationLooped) override; //! returns the current loop mode bool getLoopMode() const override; //! Sets a callback interface which will be called if an animation //! playback has ended. Set this to 0 to disable the callback again. void setAnimationEndCallback(IAnimationEndCallBack* callback=0) override; //! sets the speed with which the animation is played //! NOTE: setMesh will also change this value and set it to the default speed of the mesh void setAnimationSpeed(f32 framesPerSecond) override; //! gets the speed with which the animation is played f32 getAnimationSpeed() 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; //! Returns a pointer to a child node, which has the same transformation as //! the corresponding joint, if the mesh in this scene node is a skinned mesh. IBoneSceneNode* getJointNode(const c8* jointName) override; //! same as getJointNode(const c8* jointName), but based on id IBoneSceneNode* getJointNode(u32 jointID) override; //! Gets joint count. u32 getJointCount() 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 the current displayed frame number. f32 getFrameNr() const override; //! Returns the current start frame number. s32 getStartFrame() const override; //! Returns the current end frame number. s32 getEndFrame() const override; //! 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) override; //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style bool isReadOnlyMaterials() const override; //! Sets a new mesh void setMesh(IAnimatedMesh* mesh) override; //! Returns the current mesh IAnimatedMesh* getMesh(void) override { return Mesh; } //! Returns type of the scene node ESCENE_NODE_TYPE getType() const override { return ESNT_ANIMATED_MESH; } //! updates the absolute position based on the relative and the parents position void updateAbsolutePosition() override; //! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set) void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) override; //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2) //! you must call animateJoints(), or the mesh will not animate void setTransitionTime(f32 Time) override; //! updates the joint positions of this mesh void animateJoints(bool CalculateAbsolutePositions=true) override; //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected) void setRenderFromIdentity( bool On ) override; //! 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; private: //! Get a static mesh for the current frame of this animated mesh IMesh* getMeshForCurrentFrame(); void buildFrameNr(u32 timeMs); void checkJoints(); void beginTransition(); core::array Materials; core::aabbox3d Box; IAnimatedMesh* Mesh; s32 StartFrame; s32 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 //0-unused, 1-get joints only, 2-set joints only, 3-move and set E_JOINT_UPDATE_ON_RENDER JointMode; bool JointsUsed; bool Looping; bool ReadOnlyMaterials; bool RenderFromIdentity; IAnimationEndCallBack* LoopCallBack; s32 PassCount; core::array JointChildSceneNodes; core::array PretransitingSave; }; } // end namespace scene } // end namespace irr