irrlicht/source/Irrlicht/CBoneSceneNode.cpp

125 lines
2.9 KiB
C++
Raw Normal View History

#include "CBoneSceneNode.h"
namespace irr
{
namespace scene
{
//! constructor
CBoneSceneNode::CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
u32 boneIndex, const c8* boneName)
: IBoneSceneNode(parent, mgr, id), AnimationMode(EBAM_AUTOMATIC),
BoneIndex(boneIndex), BoneName(boneName)
{
}
//! destructor
CBoneSceneNode::~CBoneSceneNode()
{
}
//! Returns the name of the bone
const c8* CBoneSceneNode::getBoneName() const
{
return BoneName.c_str();
}
//! Returns the index of the bone
u32 CBoneSceneNode::getBoneIndex() const
{
return BoneIndex;
}
//! Sets the animation mode of the bone. Returns true if successful.
bool CBoneSceneNode::setAnimationMode(E_BONE_ANIMATION_MODE mode)
{
AnimationMode = mode;
return true;
}
//! Gets the current animation mode of the bone
E_BONE_ANIMATION_MODE CBoneSceneNode::getAnimationMode() const
{
return AnimationMode;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CBoneSceneNode::getBoundingBox() const
{
return Box;
}
/*
//! Returns the relative transformation of the scene node.
core::matrix4 CBoneSceneNode::getRelativeTransformation() const
{
return core::matrix4(); // RelativeTransformation;
}
*/
void CBoneSceneNode::OnAnimate(u32 timeMs)
{
if (IsVisible)
{
// animate this node with all animators
core::list<ISceneNodeAnimator*>::Iterator ait = Animators.begin();
for (; ait != Animators.end(); ++ait)
(*ait)->animateNode(this, timeMs);
// update absolute position
//updateAbsolutePosition();
// perform the post render process on all children
core::list<ISceneNode*>::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
(*it)->OnAnimate(timeMs);
}
}
void CBoneSceneNode::helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node)
{
Node->updateAbsolutePosition();
core::list<ISceneNode*>::Iterator it = Node->getChildren().begin();
for (; it != Node->getChildren().end(); ++it)
{
helper_updateAbsolutePositionOfAllChildren( (*it) );
}
}
void CBoneSceneNode::updateAbsolutePositionOfAllChildren()
{
helper_updateAbsolutePositionOfAllChildren( this );
}
void CBoneSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
{
out->addInt("BoneIndex", BoneIndex);
out->addString("BoneName", BoneName.c_str());
out->addEnum("AnimationMode", AnimationMode, BoneAnimationModeNames);
}
void CBoneSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
BoneIndex = in->getAttributeAsInt("BoneIndex");
BoneName = in->getAttributeAsString("BoneName");
AnimationMode = (E_BONE_ANIMATION_MODE)in->getAttributeAsEnumeration("AnimationMode", BoneAnimationModeNames);
// todo: add/replace bone in parent with bone from mesh
}
} // namespace scene
} // namespace irr