2007-05-20 11:03:49 -07:00
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// Copyright (C) 2002-2007 Nikolaus Gebhardt / Fabio Concas / Thomas Alten
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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 __I_ANIMATED_MESH_MS3D_H_INCLUDED__
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#define __I_ANIMATED_MESH_MS3D_H_INCLUDED__
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#include "IAnimatedMesh.h"
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2007-06-02 03:37:00 -07:00
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#include "matrix4.h"
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2007-05-20 11:03:49 -07:00
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namespace irr
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{
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namespace scene
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{
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//! Interface for using some special functions of MS3D meshes
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class IAnimatedMeshMS3D : public IAnimatedMesh
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{
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public:
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//! Returns a pointer to a transformation matrix of a part of the
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//! mesh based on a frame time. This is used for being able to attach
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//! objects to parts of animated meshes. For example a weapon to an animated
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//! hand.
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//! \param jointNumber: Zero based index of joint. The last joint has the number
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//! IAnimatedMeshMS3D::getJointCount()-1;
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//! \param frame: Frame of the animation.
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//! \return Returns a pointer to the matrix of the mesh part or
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//! null if an error occured.
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virtual core::matrix4* getMatrixOfJoint(s32 jointNumber, s32 frame) = 0;
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//! Gets joint count.
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//! \return Returns amount of joints in the skeletal animated mesh.
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virtual s32 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 has the number
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//! IAnimatedMeshMS3D::getJointCount()-1;
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//! \return Returns name of joint and null if an error happened.
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virtual const c8* getJointName(s32 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 Returns the 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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};
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} // end namespace scene
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} // end namespace irr
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#endif
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