mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-28 11:40:27 +01:00
f5c6d3e945
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
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
// New skinned mesh
|
|
|
|
#pragma once
|
|
|
|
#include "ISkinnedMesh.h"
|
|
#include "SMeshBuffer.h"
|
|
#include "quaternion.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
class IAnimatedMeshSceneNode;
|
|
class IBoneSceneNode;
|
|
|
|
class CSkinnedMesh : public ISkinnedMesh
|
|
{
|
|
public:
|
|
//! constructor
|
|
CSkinnedMesh();
|
|
|
|
//! destructor
|
|
virtual ~CSkinnedMesh();
|
|
|
|
//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
|
|
u32 getFrameCount() const override;
|
|
|
|
//! Gets the default animation speed of the animated mesh.
|
|
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
|
f32 getAnimationSpeed() const override;
|
|
|
|
//! Gets the frame count of the animated mesh.
|
|
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
|
The actual speed is set in the scene node the mesh is instantiated in.*/
|
|
void setAnimationSpeed(f32 fps) override;
|
|
|
|
//! returns the animated mesh based on a detail level (which is ignored)
|
|
IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override;
|
|
|
|
//! Animates this mesh's joints based on frame input
|
|
//! blend: {0-old position, 1-New position}
|
|
void animateMesh(f32 frame, f32 blend) override;
|
|
|
|
//! Preforms a software skin on this mesh based of joint positions
|
|
void skinMesh() override;
|
|
|
|
//! returns amount of mesh buffers.
|
|
u32 getMeshBufferCount() const override;
|
|
|
|
//! returns pointer to a mesh buffer
|
|
IMeshBuffer *getMeshBuffer(u32 nr) const override;
|
|
|
|
//! Returns pointer to a mesh buffer which fits a material
|
|
/** \param material: material to search for
|
|
\return Returns the pointer to the mesh buffer or
|
|
NULL if there is no such mesh buffer. */
|
|
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
|
|
|
|
//! returns an axis aligned bounding box
|
|
const core::aabbox3d<f32> &getBoundingBox() const override;
|
|
|
|
//! set user axis aligned bounding box
|
|
void setBoundingBox(const core::aabbox3df &box) override;
|
|
|
|
//! set the hardware mapping hint, for driver
|
|
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
|
|
|
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
|
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
|
|
|
|
//! Returns the type of the animated mesh.
|
|
E_ANIMATED_MESH_TYPE getMeshType() const override;
|
|
|
|
//! Gets joint count.
|
|
u32 getJointCount() const override;
|
|
|
|
//! Gets the name of a joint.
|
|
const std::optional<std::string> &getJointName(u32 number) const override;
|
|
|
|
//! Gets a joint number from its name
|
|
std::optional<u32> getJointNumber(const std::string &name) const override;
|
|
|
|
//! uses animation from another mesh
|
|
bool useAnimationFrom(const ISkinnedMesh *mesh) override;
|
|
|
|
//! Update Normals when Animating
|
|
//! False= Don't (default)
|
|
//! True = Update normals, slower
|
|
void updateNormalsWhenAnimating(bool on) override;
|
|
|
|
//! Sets Interpolation Mode
|
|
void setInterpolationMode(E_INTERPOLATION_MODE mode) override;
|
|
|
|
//! Convertes the mesh to contain tangent information
|
|
void convertMeshToTangents() override;
|
|
|
|
//! Does the mesh have no animation
|
|
bool isStatic() override;
|
|
|
|
//! (This feature is not implemented in irrlicht yet)
|
|
bool setHardwareSkinning(bool on) override;
|
|
|
|
//! Refreshes vertex data cached in joints such as positions and normals
|
|
void refreshJointCache() override;
|
|
|
|
//! Moves the mesh into static position.
|
|
void resetAnimation() override;
|
|
|
|
// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
|
// these functions will use the needed arrays, set values, etc to help the loaders
|
|
|
|
//! exposed for loaders to add mesh buffers
|
|
core::array<SSkinMeshBuffer *> &getMeshBuffers() override;
|
|
|
|
//! alternative method for adding joints
|
|
core::array<SJoint *> &getAllJoints() override;
|
|
|
|
//! alternative method for adding joints
|
|
const core::array<SJoint *> &getAllJoints() const override;
|
|
|
|
//! loaders should call this after populating the mesh
|
|
void finalize() override;
|
|
|
|
//! Adds a new meshbuffer to the mesh, access it as last one
|
|
SSkinMeshBuffer *addMeshBuffer() override;
|
|
|
|
//! Adds a new joint to the mesh, access it as last one
|
|
SJoint *addJoint(SJoint *parent = 0) override;
|
|
|
|
//! Adds a new position key to the mesh, access it as last one
|
|
SPositionKey *addPositionKey(SJoint *joint) override;
|
|
//! Adds a new rotation key to the mesh, access it as last one
|
|
SRotationKey *addRotationKey(SJoint *joint) override;
|
|
//! Adds a new scale key to the mesh, access it as last one
|
|
SScaleKey *addScaleKey(SJoint *joint) override;
|
|
|
|
//! Adds a new weight to the mesh, access it as last one
|
|
SWeight *addWeight(SJoint *joint) override;
|
|
|
|
virtual void updateBoundingBox(void);
|
|
|
|
//! Recovers the joints from the mesh
|
|
void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Tranfers the joint data to the mesh
|
|
void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Tranfers the joint hints to the mesh
|
|
void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Creates an array of joints from this mesh as children of node
|
|
void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
|
|
IAnimatedMeshSceneNode *node,
|
|
ISceneManager *smgr);
|
|
|
|
private:
|
|
void checkForAnimation();
|
|
|
|
void normalizeWeights();
|
|
|
|
void buildAllLocalAnimatedMatrices();
|
|
|
|
void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
|
|
|
|
void getFrameData(f32 frame, SJoint *Node,
|
|
core::vector3df &position, s32 &positionHint,
|
|
core::vector3df &scale, s32 &scaleHint,
|
|
core::quaternion &rotation, s32 &rotationHint);
|
|
|
|
void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
|
|
|
|
void skinJoint(SJoint *Joint, SJoint *ParentJoint);
|
|
|
|
void calculateTangents(core::vector3df &normal,
|
|
core::vector3df &tangent, core::vector3df &binormal,
|
|
const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
|
|
const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
|
|
|
|
core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
|
|
|
|
core::array<SSkinMeshBuffer *> LocalBuffers;
|
|
|
|
core::array<SJoint *> AllJoints;
|
|
core::array<SJoint *> RootJoints;
|
|
|
|
// bool can't be used here because std::vector<bool>
|
|
// doesn't allow taking a reference to individual elements.
|
|
core::array<core::array<char>> Vertices_Moved;
|
|
|
|
core::aabbox3d<f32> BoundingBox;
|
|
|
|
f32 EndFrame;
|
|
f32 FramesPerSecond;
|
|
|
|
f32 LastAnimatedFrame;
|
|
bool SkinnedLastFrame;
|
|
|
|
E_INTERPOLATION_MODE InterpolationMode : 8;
|
|
|
|
bool HasAnimation;
|
|
bool PreparedForSkinning;
|
|
bool AnimateNormals;
|
|
bool HardwareSkinning;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|