mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-16 15:30:25 +01:00
9954667c45
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
217 lines
7.0 KiB
C++
217 lines
7.0 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 "S3DVertex.h"
|
|
#include "irrString.h"
|
|
#include "matrix4.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 c8* getJointName(u32 number) const override;
|
|
|
|
//! Gets a joint number from its name
|
|
s32 getJointNumber(const c8* 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
|