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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
90 lines
2.0 KiB
C++
90 lines
2.0 KiB
C++
// 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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#include "CBoneSceneNode.h"
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#include <optional>
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CBoneSceneNode::CBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
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u32 boneIndex, const std::optional<std::string> &boneName) :
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IBoneSceneNode(parent, mgr, id),
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BoneIndex(boneIndex),
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AnimationMode(EBAM_AUTOMATIC), SkinningSpace(EBSS_LOCAL)
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{
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#ifdef _DEBUG
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setDebugName("CBoneSceneNode");
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#endif
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setName(boneName);
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}
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//! Returns the index of the bone
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u32 CBoneSceneNode::getBoneIndex() const
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{
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return BoneIndex;
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}
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//! Sets the animation mode of the bone. Returns true if successful.
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bool CBoneSceneNode::setAnimationMode(E_BONE_ANIMATION_MODE mode)
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{
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AnimationMode = mode;
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return true;
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}
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//! Gets the current animation mode of the bone
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E_BONE_ANIMATION_MODE CBoneSceneNode::getAnimationMode() const
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{
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return AnimationMode;
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32> &CBoneSceneNode::getBoundingBox() const
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{
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return Box;
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}
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/*
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//! Returns the relative transformation of the scene node.
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core::matrix4 CBoneSceneNode::getRelativeTransformation() const
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{
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return core::matrix4(); // RelativeTransformation;
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}
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*/
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void CBoneSceneNode::OnAnimate(u32 timeMs)
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{
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if (IsVisible) {
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// update absolute position
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// updateAbsolutePosition();
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// perform the post render process on all children
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ISceneNodeList::iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->OnAnimate(timeMs);
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}
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}
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void CBoneSceneNode::helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node)
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{
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Node->updateAbsolutePosition();
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ISceneNodeList::const_iterator it = Node->getChildren().begin();
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for (; it != Node->getChildren().end(); ++it) {
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helper_updateAbsolutePositionOfAllChildren((*it));
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}
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}
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void CBoneSceneNode::updateAbsolutePositionOfAllChildren()
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{
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helper_updateAbsolutePositionOfAllChildren(this);
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}
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} // namespace scene
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} // namespace irr
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