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