93 lines
2.2 KiB
C++
93 lines
2.2 KiB
C++
#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
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#define __I_BONE_SCENE_NODE_H_INCLUDED__
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// Used with ISkinnedMesh and IAnimatedMeshSceneNode, for boned meshes
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#include "ISceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! Enumeration for different bone animation modes
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enum E_BONE_ANIMATION_MODE
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{
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//! The bone is usually animated, unless it's parent is not animated
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EBAM_AUTOMATIC=0,
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//! The bone is animated by the skin, if it's parent is not animated
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//! then animation will resume from this bone onward
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EBAM_ANIMATED,
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//! The bone is not animated by the skin
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EBAM_UNANIMATED,
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//! Not an animation mode, just here to count the available modes
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EBAM_COUNT
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};
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//! Names for bone animation modes
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const c8* const BoneAnimationModeNames[] =
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{
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"automatic",
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"animated",
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"unanimated",
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0,
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};
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class IBoneSceneNode : public ISceneNode
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{
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public:
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IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
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ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
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//! Returns the name of the bone
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virtual const c8* getBoneName() const = 0;
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//! Returns the index of the bone
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virtual u32 getBoneIndex() const = 0;
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//! Sets the animation mode of the bone. Returns true if successful.
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virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
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//! Gets the current animation mode of the bone
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virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
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//! Returns the relative transformation of the scene node.
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//virtual core::matrix4 getRelativeTransformation() const = 0;
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virtual void OnAnimate(u32 timeMs) =0;
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//! Does nothing as bones are not visible
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virtual void render() { };
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virtual void setAbsoluteTransformation(core::matrix4 transformation)
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{
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AbsoluteTransformation=transformation;
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}
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//! updates the absolute position based on the relative and the parents position
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virtual void updateAbsolutePositionOfAllChildren()=0;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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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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