// Copyright (C) 2002-2007 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ #define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ #include "ISceneNode.h" #include "IBoneSceneNode.h" #include "IAnimatedMeshMD2.h" #include "IAnimatedMeshMD3.h" #include "IShadowVolumeSceneNode.h" namespace irr { namespace scene { class IAnimatedMeshSceneNode; //! Callback interface for catching events of ended animations. /** Implement this interface and use IAnimatedMeshSceneNode::setAnimationEndCallback to be able to be notified if an animation playback has ended. **/ class IAnimationEndCallBack : public virtual IReferenceCounted { public: //! Will be called when the animation playback has ended. //! See IAnimatedMeshSceneNode::setAnimationEndCallback for //! more informations. //! \param node: Node of which the animation has ended. virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0; }; //! Scene node capable of displaying an animated mesh and its shadow. /** The shadow is optional: If a shadow should be displayed too, just invoke the IAnimatedMeshSceneNode::createShadowVolumeSceneNode().*/ class IAnimatedMeshSceneNode : public ISceneNode { public: //! Constructor IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) : ISceneNode(parent, mgr, id, position, rotation, scale) {} //! Destructor virtual ~IAnimatedMeshSceneNode() {}; //! Sets the current frame number. //! From now on the animation is played from this frame. //! \param frame: Number of the frame to let the animation be started from. //! The frame number must be a valid frame number of the IMesh used by this //! scene node. Set IAnimatedMesh::getMesh() for details. virtual void setCurrentFrame(f32 frame) = 0; //! Sets the frame numbers between the animation is looped. //! The default is 0 - MaximalFrameCount of the mesh. //! \param begin: Start frame number of the loop. //! \param end: End frame number of the loop. //! \return Returns true if successful, false if not. virtual bool setFrameLoop(s32 begin, s32 end) = 0; //! Sets the speed with witch the animation is played. //! \param framesPerSecond: Frames per second played. virtual void setAnimationSpeed(f32 framesPerSecond) = 0; //! Creates shadow volume scene node as child of this node //! and returns a pointer to it. The shadow can be rendered using the ZPass //! or the zfail method. ZPass is a little bit faster because the shadow volume //! creation is easier, but with this method there occur ugly looking artifacs //! when the camera is inside the shadow volume. These error do not occur //! with the ZFail method. //! \param id: Id of the shadow scene node. This id can be used to identify //! the node later. //! \param zfailmethod: If set to true, the shadow will use the zfail method, //! if not, zpass is used. //! \param infinity: Value used by the shadow volume algorithm to scale the //! shadow volume. //! \return Returns pointer to the created shadow scene node. //! This pointer should not be dropped. See IReferenceCounted::drop() for more information. virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(s32 id=-1, bool zfailmethod=true, f32 infinity=10000.0f) = 0; //! Returns a pointer to a joint in the mesh (if the mesh is a bone based mesh) //! With this method it is possible to attach scene nodes to joints //! for example possible to attach a weapon to the left hand of an //! animated model. This example shows how: //! \code //! ISceneNode* hand = //! yourAnimatedMeshSceneNode->getJointNode("LeftHand"); //! hand->addChild(weaponSceneNode); //! \endcode //! Please note that the joint returned by this method may not exist //! before this call and the joints in the node were created by it. //! \param jointName: Name of the joint. //! \return Returns a pointer to the scene node which represents the joint //! with the specified name. Returns 0 if the contained mesh is not an //! skinned mesh or the name of the joint could not be found. virtual IBoneSceneNode* getJointNode(const c8* jointName)=0; //! same as getJointNode(const c8* jointName), but based on id virtual IBoneSceneNode* getJointNode(u32 jointID) = 0; //! Redundant command, please use getJointNode (only for backwards compatibility) virtual ISceneNode* getMS3DJointNode(const c8* jointName) = 0; //! Redundant command, please use getJointNode (only for backwards compatibility) virtual ISceneNode* getXJointNode(const c8* jointName) = 0; //! Starts a default MD2 animation. //! With this method it is easily possible to start a Run, Attack, //! Die or whatever animation, if the mesh contained in this scene //! node is an md2 mesh. Otherwise, nothing happens. //! \param anim: An MD2 animation type, which should be played, for //! example EMAT_STAND for the standing animation. //! \return Returns true if successful, and false if not, for example //! if the mesh in the scene node is not a md2 mesh. virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0; //! Starts a special MD2 animation. //! With this method it is easily possible to start a Run, Attack, //! Die or whatever animation, if the mesh contained in this scene //! node is an md2 mesh. Otherwise, nothing happens. This method uses //! a character string to identify the animation. If the animation is a //! standard md2 animation, you might want to start this animation //! with the EMD2_ANIMATION_TYPE enumeration instead. //! \param animationName: Name of the animation which should be played. //! \return Returns true if successful, and false if not, for example //! if the mesh in the scene node is not an md2 mesh, or no animation //! with this name could be found. virtual bool setMD2Animation(const c8* animationName) = 0; //! Returns the current displayed frame number. virtual f32 getFrameNr() const = 0; //! Returns the current start frame number. virtual s32 getStartFrame() const = 0; //! Returns the current end frame number. virtual s32 getEndFrame() const = 0; //! Sets looping mode which is on by default. If set to false, //! animations will not be played looped. virtual void setLoopMode(bool playAnimationLooped) = 0; //! Sets a callback interface which will be called if an animation //! playback has ended. Set this to 0 to disable the callback again. //! Please note that this will only be called when in non looped mode, //! see IAnimatedMeshSceneNode::setLoopMode(). virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0; //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. /* In this way it is possible to change the materials a mesh causing all mesh scene nodes referencing this mesh to change too. */ virtual void setReadOnlyMaterials(bool readonly) = 0; //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style virtual bool isReadOnlyMaterials() = 0; //! Sets a new mesh virtual void setMesh(IAnimatedMesh* mesh) = 0; //! Returns the current mesh virtual IAnimatedMesh* getMesh(void) = 0; //! returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, //! or the absolutetransformation if it's a normal scenenode virtual const SMD3QuaterionTag& getMD3TagTransformation( const core::stringc & tagname) = 0; //! Set how the joints should be updated on render //! 0-do nothing //! 1-get joints positions from the mesh (for attached nodes, etc) //! 2-control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() ) virtual void setJointMode(s32 mode)=0; //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2) //! you must call animateJoints(), or the mesh will not animate virtual void setTransitionTime(f32 Time) =0; //! animates the joints in the mesh based on the current frame (also takes in to account transitions) virtual void animateJoints() = 0; }; } // end namespace scene } // end namespace irr #endif