irrlicht/include/IAnimatedMeshB3d.h

101 lines
3.4 KiB
C++

// 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_B3D_H_INCLUDED__
#define __I_ANIMATED_MESH_B3D_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "irrArray.h"
#include "matrix4.h"
namespace irr
{
namespace scene
{
class ISceneNode;
class ISceneManager;
//! Interface for using some special functions of B3d meshes
/** Please note that the B3d Mesh's frame numbers are scaled by 100 */
class IAnimatedMeshB3d : 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
//! IAnimatedMeshB3d::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;
//! Returns a pointer to a local matrix of a Joint, can be used to control the animation
virtual core::matrix4* getLocalMatrixOfJoint(s32 jointNumber) = 0;
//! Returns a pointer to a matrix of a part of the mesh unanimated
virtual core::matrix4* getMatrixOfJointUnanimated(s32 jointNumber) = 0;
//! Move this Joint's local matrix when animating
//! \param jointNumber: Zero based index of joint. The last joint has the number
//! IAnimatedMeshB3d::getJointCount()-1;
//! \param On: False= Leave joint's local matrix, True= Animate
//! (not used yet)
virtual void setJointAnimation(s32 jointNumber, bool On) = 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
//! IAnimatedMeshB3d::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;
//!Update Normals when Animating
//!False= Don't (default)
//!True= Update normals, slower
virtual void updateNormalsWhenAnimating(bool on) = 0;
//!Sets Interpolation Mode
//!0- Constant
//!1- Linear (default)
virtual void setInterpolationMode(s32 mode) = 0;
//!Want should happen on when animating
//!0-Nothing
//!1-Update nodes only
//!2-Update skin only
//!3-Update both nodes and skin (default)
virtual void setAnimateMode(s32 mode) = 0;
//!Convert all mesh buffers to use tangent vertices
virtual void convertToTangents() =0;
virtual void recoverJointsFromMesh(core::array<ISceneNode*> &JointChildSceneNodes)=0;
virtual void tranferJointsToMesh(core::array<ISceneNode*> &JointChildSceneNodes)=0;
virtual void createJoints(core::array<ISceneNode*> &JointChildSceneNodes, ISceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager)=0;
};
} // end namespace scene
} // end namespace irr
#endif