irrlicht/include/IBoneSceneNode.h

93 lines
2.2 KiB
C++

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