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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
108 lines
2.9 KiB
C++
108 lines
2.9 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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#ifndef IRR_I_BONE_SCENE_NODE_H_INCLUDED
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#define IRR_I_BONE_SCENE_NODE_H_INCLUDED
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#include "ISceneNode.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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//! Enumeration for different bone animation modes
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enum E_BONE_ANIMATION_MODE
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{
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//! The bone is usually animated, unless it's parent is not animated
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EBAM_AUTOMATIC=0,
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//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
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EBAM_ANIMATED,
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//! The bone is not animated by the skin
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EBAM_UNANIMATED,
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//! Not an animation mode, just here to count the available modes
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EBAM_COUNT
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};
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enum E_BONE_SKINNING_SPACE
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{
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//! local skinning, standard
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EBSS_LOCAL=0,
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//! global skinning
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EBSS_GLOBAL,
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EBSS_COUNT
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};
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//! Names for bone animation modes
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const c8* const BoneAnimationModeNames[] =
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{
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"automatic",
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"animated",
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"unanimated",
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0,
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};
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//! Interface for bones used for skeletal animation.
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/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
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class IBoneSceneNode : public ISceneNode
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{
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public:
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IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
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ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
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//! Get the name of the bone
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/** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */
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IRR_DEPRECATED virtual const c8* getBoneName() const { return getName(); }
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//! Get the index of the bone
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virtual u32 getBoneIndex() const = 0;
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//! Sets the animation mode of the bone.
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/** \return True if successful. (Unused) */
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virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
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//! Gets the current animation mode of the bone
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virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
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//! Get the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE = 0;
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//! Returns the relative transformation of the scene node.
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//virtual core::matrix4 getRelativeTransformation() const = 0;
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//! The animation method.
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virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE =0;
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//! The render method.
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/** Does nothing as bones are not visible. */
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virtual void render() IRR_OVERRIDE { }
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//! How the relative transformation of the bone is used
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virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
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//! How the relative transformation of the bone is used
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virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
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//! Updates the absolute position based on the relative and the parents position
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virtual void updateAbsolutePositionOfAllChildren()=0;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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