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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>
213 lines
6.9 KiB
C++
213 lines
6.9 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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// New skinned mesh
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#pragma once
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#include "ISkinnedMesh.h"
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#include "SMeshBuffer.h"
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#include "quaternion.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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class IAnimatedMeshSceneNode;
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class IBoneSceneNode;
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class CSkinnedMesh : public ISkinnedMesh
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{
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public:
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//! constructor
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CSkinnedMesh();
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//! destructor
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virtual ~CSkinnedMesh();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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u32 getFrameCount() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 getAnimationSpeed() const override;
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh based on a detail level (which is ignored)
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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void animateMesh(f32 frame, f32 blend) override;
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//! Preforms a software skin on this mesh based of joint positions
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void skinMesh() override;
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override;
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//! returns pointer to a mesh buffer
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IMeshBuffer *getMeshBuffer(u32 nr) const override;
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32> &getBoundingBox() const override;
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override;
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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//! flags the meshbuffer as changed, reloads hardware buffers
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void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE getMeshType() const override;
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//! Gets joint count.
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u32 getJointCount() const override;
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//! Gets the name of a joint.
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const std::optional<std::string> &getJointName(u32 number) const override;
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//! Gets a joint number from its name
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std::optional<u32> getJointNumber(const std::string &name) const override;
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//! uses animation from another mesh
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bool useAnimationFrom(const ISkinnedMesh *mesh) override;
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//! Update Normals when Animating
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//! False= Don't (default)
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//! True = Update normals, slower
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void updateNormalsWhenAnimating(bool on) override;
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//! Sets Interpolation Mode
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void setInterpolationMode(E_INTERPOLATION_MODE mode) override;
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//! Convertes the mesh to contain tangent information
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void convertMeshToTangents() override;
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//! Does the mesh have no animation
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bool isStatic() override;
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//! (This feature is not implemented in irrlicht yet)
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bool setHardwareSkinning(bool on) override;
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//! Refreshes vertex data cached in joints such as positions and normals
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void refreshJointCache() override;
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//! Moves the mesh into static position.
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void resetAnimation() override;
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// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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// these functions will use the needed arrays, set values, etc to help the loaders
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//! exposed for loaders to add mesh buffers
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core::array<SSkinMeshBuffer *> &getMeshBuffers() override;
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//! alternative method for adding joints
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core::array<SJoint *> &getAllJoints() override;
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//! alternative method for adding joints
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const core::array<SJoint *> &getAllJoints() const override;
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//! loaders should call this after populating the mesh
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void finalize() override;
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//! Adds a new meshbuffer to the mesh, access it as last one
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SSkinMeshBuffer *addMeshBuffer() override;
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//! Adds a new joint to the mesh, access it as last one
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SJoint *addJoint(SJoint *parent = 0) override;
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//! Adds a new position key to the mesh, access it as last one
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SPositionKey *addPositionKey(SJoint *joint) override;
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//! Adds a new rotation key to the mesh, access it as last one
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SRotationKey *addRotationKey(SJoint *joint) override;
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//! Adds a new scale key to the mesh, access it as last one
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SScaleKey *addScaleKey(SJoint *joint) override;
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//! Adds a new weight to the mesh, access it as last one
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SWeight *addWeight(SJoint *joint) override;
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virtual void updateBoundingBox(void);
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Tranfers the joint data to the mesh
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void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Tranfers the joint hints to the mesh
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void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Creates an array of joints from this mesh as children of node
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void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
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IAnimatedMeshSceneNode *node,
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ISceneManager *smgr);
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private:
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void checkForAnimation();
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void normalizeWeights();
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void buildAllLocalAnimatedMatrices();
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void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
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void getFrameData(f32 frame, SJoint *Node,
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core::vector3df &position, s32 &positionHint,
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core::vector3df &scale, s32 &scaleHint,
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core::quaternion &rotation, s32 &rotationHint);
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void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
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void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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void calculateTangents(core::vector3df &normal,
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core::vector3df &tangent, core::vector3df &binormal,
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const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
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core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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core::array<SSkinMeshBuffer *> LocalBuffers;
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core::array<SJoint *> AllJoints;
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core::array<SJoint *> RootJoints;
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// bool can't be used here because std::vector<bool>
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// doesn't allow taking a reference to individual elements.
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core::array<core::array<char>> Vertices_Moved;
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core::aabbox3d<f32> BoundingBox;
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f32 EndFrame;
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f32 FramesPerSecond;
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f32 LastAnimatedFrame;
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bool SkinnedLastFrame;
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E_INTERPOLATION_MODE InterpolationMode : 8;
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bool HasAnimation;
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bool PreparedForSkinning;
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bool AnimateNormals;
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bool HardwareSkinning;
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};
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} // end namespace scene
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} // end namespace irr
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