irrlicht/include/IAnimatedMeshMS3D.h

53 lines
1.8 KiB
C++

// 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