mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-05 01:40:44 +01:00
59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
186 lines
6.5 KiB
C++
186 lines
6.5 KiB
C++
// 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
|
|
|
|
#ifndef __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
|
#define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
|
|
|
#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<f32>& 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<video::SMaterial> Materials;
|
|
core::aabbox3d<f32> 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<IBoneSceneNode* > JointChildSceneNodes;
|
|
core::array<core::matrix4> PretransitingSave;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|