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1d58677e18
Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
220 lines
6.1 KiB
C++
220 lines
6.1 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_SKINNED_MESH_H_INCLUDED
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#define IRR_I_SKINNED_MESH_H_INCLUDED
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#include "irrArray.h"
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#include "IAnimatedMesh.h"
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#include "SSkinMeshBuffer.h"
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#include "quaternion.h"
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#include "irrString.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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enum E_INTERPOLATION_MODE
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{
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// constant does use the current key-values without interpolation
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EIM_CONSTANT = 0,
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// linear interpolation
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EIM_LINEAR,
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//! count of all available interpolation modes
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EIM_COUNT
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};
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//! Interface for using some special functions of Skinned meshes
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class ISkinnedMesh : public IAnimatedMesh
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{
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public:
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//! Gets joint count.
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/** \return Amount of joints in the skeletal animated mesh. */
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virtual u32 getJointCount() const = 0;
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//! Gets the name of a joint.
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/** \param number: Zero based index of joint. The last joint
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has the number getJointCount()-1;
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\return Name of joint and null if an error happened. */
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virtual const c8* getJointName(u32 number) const = 0;
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//! Gets a joint number from its name
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/** \param name: Name of the joint.
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\return Number of the joint or -1 if not found. */
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virtual s32 getJointNumber(const c8* name) const = 0;
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//! Use animation from another mesh
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/** The animation is linked (not copied) based on joint names
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so make sure they are unique.
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\return True if all joints in this mesh were
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matched up (empty names will not be matched, and it's case
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sensitive). Unmatched joints will not be animated. */
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virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
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//! Update Normals when Animating
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/** \param on If false don't animate, which is faster.
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Else update normals, which allows for proper lighting of
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animated meshes. */
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virtual void updateNormalsWhenAnimating(bool on) = 0;
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//! Sets Interpolation Mode
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virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
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//! Animates this mesh's joints based on frame input
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virtual void animateMesh(f32 frame, f32 blend)=0;
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//! Preforms a software skin on this mesh based of joint positions
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virtual void skinMesh() = 0;
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//! converts the vertex type of all meshbuffers to tangents.
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/** E.g. used for bump mapping. */
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virtual void convertMeshToTangents() = 0;
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//! Allows to enable hardware skinning.
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/* This feature is not implemented in Irrlicht yet */
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virtual bool setHardwareSkinning(bool on) = 0;
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//! A vertex weight
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struct SWeight
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{
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//! Index of the mesh buffer
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u16 buffer_id; //I doubt 32bits is needed
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//! Index of the vertex
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u32 vertex_id; //Store global ID here
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//! Weight Strength/Percentage (0-1)
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f32 strength;
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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bool *Moved;
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core::vector3df StaticPos;
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core::vector3df StaticNormal;
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};
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//! Animation keyframe which describes a new position
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struct SPositionKey
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{
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f32 frame;
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core::vector3df position;
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};
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//! Animation keyframe which describes a new scale
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struct SScaleKey
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{
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f32 frame;
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core::vector3df scale;
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};
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//! Animation keyframe which describes a new rotation
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struct SRotationKey
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{
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f32 frame;
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core::quaternion rotation;
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};
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//! Joints
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struct SJoint
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{
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SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
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positionHint(-1),scaleHint(-1),rotationHint(-1)
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{
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}
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//! The name of this joint
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core::stringc Name;
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//! Local matrix of this joint
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core::matrix4 LocalMatrix;
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//! List of child joints
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core::array<SJoint*> Children;
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//! List of attached meshes
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core::array<u32> AttachedMeshes;
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//! Animation keys causing translation change
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core::array<SPositionKey> PositionKeys;
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//! Animation keys causing scale change
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core::array<SScaleKey> ScaleKeys;
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//! Animation keys causing rotation change
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core::array<SRotationKey> RotationKeys;
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//! Skin weights
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core::array<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix;
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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core::vector3df Animatedposition;
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core::vector3df Animatedscale;
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core::quaternion Animatedrotation;
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core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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SJoint *UseAnimationFrom;
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bool GlobalSkinningSpace;
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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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//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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virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
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//! exposed for loaders: joints list
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virtual core::array<SJoint*>& getAllJoints() = 0;
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//! exposed for loaders: joints list
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virtual const core::array<SJoint*>& getAllJoints() const = 0;
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//! loaders should call this after populating the mesh
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virtual void finalize() = 0;
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//! Adds a new meshbuffer to the mesh, access it as last one
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virtual SSkinMeshBuffer* addMeshBuffer() = 0;
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//! Adds a new joint to the mesh, access it as last one
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virtual SJoint* addJoint(SJoint *parent=0) = 0;
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//! Adds a new weight to the mesh, access it as last one
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virtual SWeight* addWeight(SJoint *joint) = 0;
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//! Adds a new position key to the mesh, access it as last one
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virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
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//! Adds a new scale key to the mesh, access it as last one
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virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
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//! Adds a new rotation key to the mesh, access it as last one
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virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
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//! Check if the mesh is non-animated
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virtual bool isStatic()=0;
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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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