irrlicht/source/Irrlicht/CBoneSceneNode.h

79 lines
2.2 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_BONE_SCENE_NODE_H_INCLUDED
#define IRR_C_BONE_SCENE_NODE_H_INCLUDED
// Used with SkinnedMesh and IAnimatedMeshSceneNode, for boned meshes
#include "IBoneSceneNode.h"
namespace irr
{
namespace scene
{
class CBoneSceneNode : public IBoneSceneNode
{
public:
//! constructor
CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr,
s32 id=-1, u32 boneIndex=0, const c8* boneName=0);
//! Returns the index of the bone
virtual u32 getBoneIndex() const IRR_OVERRIDE;
//! Sets the animation mode of the bone. Returns true if successful.
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) IRR_OVERRIDE;
//! Gets the current animation mode of the bone
virtual E_BONE_ANIMATION_MODE getAnimationMode() const IRR_OVERRIDE;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
/*
//! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const IRR_OVERRIDE;
*/
virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE;
virtual void updateAbsolutePositionOfAllChildren() IRR_OVERRIDE;
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
//! How the relative transformation of the bone is used
virtual void setSkinningSpace(E_BONE_SKINNING_SPACE space) IRR_OVERRIDE
{
SkinningSpace=space;
}
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const IRR_OVERRIDE
{
return SkinningSpace;
}
private:
void helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node);
u32 BoneIndex;
core::aabbox3d<f32> Box;
E_BONE_ANIMATION_MODE AnimationMode;
E_BONE_SKINNING_SPACE SkinningSpace;
};
} // end namespace scene
} // end namespace irr
#endif