irrlicht/include/ISkinnedMesh.h

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// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_SKINNED_MESH_H_INCLUDED__
#define __I_SKINNED_MESH_H_INCLUDED__
#include "irrArray.h"
#include "IBoneSceneNode.h"
#include "IAnimatedMesh.h"
#include "SSkinMeshBuffer.h"
namespace irr
{
namespace scene
{
enum E_INTERPOLATION_MODE
{
// constant interpolation
EIM_CONSTANT = 0,
// linear interpolation
EIM_LINEAR,
//! count of all available interpolation modes
EIM_COUNT
};
//! Interface for using some special functions of Skinned meshes
class ISkinnedMesh : public IAnimatedMesh
{
public:
//! Gets joint count.
//! \return Returns amount of joints in the skeletal animated mesh.
virtual u32 getJointCount() const = 0;
//! Gets the name of a joint.
//! \param number: Zero based index of joint. The last joint
//! has the number getJointCount()-1;
//! \return Returns name of joint and null if an error happened.
virtual const c8* getJointName(u32 number) const = 0;
//! Gets a joint number from its name
//! \param name: Name of the joint.
//! \return Returns the number of the joint or -1 if not found.
virtual s32 getJointNumber(const c8* name) const = 0;
//! uses animation from another mesh
//! the animation is linked (not copied) based on joint names (so make sure they are unique)
//! \return Returns true if all joints in this mesh were matched up (empty names will not be matched, and it's case sensitive)
//! unmatched joints will not be animated
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
//!Update Normals when Animating
//!False= Don't (default)
//!True= Update normals, slower
virtual void updateNormalsWhenAnimating(bool on) = 0;
//!Sets Interpolation Mode
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
//! Animates this mesh's joints based on frame input
virtual void animateMesh(f32 frame, f32 blend)=0;
//! Preforms a software skin on this mesh based of joint positions
virtual void skinMesh() = 0;
virtual void convertMeshToTangents() = 0;
//! A vertex weight
struct SWeight
{
//! Index of the mesh buffer
u16 buffer_id; //I doubt 32bits is needed
//! Index of the vertex
u32 vertex_id; //Store global ID here
//! Weight Strength/Percentage (0-1)
f32 strength;
private:
//! Internal members used by CSkinnedMesh
friend class CSkinnedMesh;
bool *Moved;
core::vector3df StaticPos;
core::vector3df StaticNormal;
};
//! Animation keyframe which describes a new position, scale or rotation
struct SPositionKey
{
f32 frame;
core::vector3df position;
};
struct SScaleKey
{
f32 frame;
core::vector3df scale;
};
struct SRotationKey
{
f32 frame;
core::quaternion rotation;
};
//! Joints
struct SJoint
{
SJoint() : UseAnimationFrom(0), LocalAnimatedMatrix_Animated(false), GlobalSkinningSpace(false),
positionHint(-1),scaleHint(-1),rotationHint(-1)
{
}
//! The name of this joint
core::stringc Name;
//! Local matrix of this joint
core::matrix4 LocalMatrix;
//! List of child joints
core::array<SJoint*> Children;
//! List of attached meshes
core::array<u32> AttachedMeshes;
//! Animation keys causing translation change
core::array<SPositionKey> PositionKeys;
//! Animation keys causing scale change
core::array<SScaleKey> ScaleKeys;
//! Animation keys causing rotation change
core::array<SRotationKey> RotationKeys;
//! Skin weights
core::array<SWeight> Weights;
//! Unnecessary for loaders, will be overwritten on finalize
core::matrix4 GlobalMatrix;
core::matrix4 GlobalAnimatedMatrix;
core::matrix4 LocalAnimatedMatrix;
core::vector3df Animatedposition;
core::vector3df Animatedscale;
core::quaternion Animatedrotation;
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
private:
//! Internal members used by CSkinnedMesh
friend class CSkinnedMesh;
SJoint *UseAnimationFrom;
bool LocalAnimatedMatrix_Animated;
bool GlobalSkinningSpace;
s32 positionHint;
s32 scaleHint;
s32 rotationHint;
};
//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
virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() = 0;
//! exposed for loaders: joints list
virtual core::array<SJoint*> &getAllJoints() = 0;
//! exposed for loaders: joints list
virtual const core::array<SJoint*> &getAllJoints() const = 0;
//! loaders should call this after populating the mesh
virtual void finalize() = 0;
virtual SSkinMeshBuffer *createBuffer() = 0;
virtual SJoint *createJoint(SJoint *parent=0) = 0;
virtual SPositionKey *createPositionKey(SJoint *joint) = 0;
virtual SScaleKey *createScaleKey(SJoint *joint) = 0;
virtual SRotationKey *createRotationKey(SJoint *joint) = 0;
virtual SWeight *createWeight(SJoint *joint) = 0;
};
} // end namespace scene
} // end namespace irr
#endif