irrlicht/source/Irrlicht/CSkinnedMesh.h

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// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//New skinned mesh
#ifndef __C_SKINNED_MESH_H_INCLUDED__
#define __C_SKINNED_MESH_H_INCLUDED__
#include "S3DVertex.h"
#include "irrString.h"
#include "matrix4.h"
#include "SMeshBuffer.h"
#include <quaternion.h>
#include "ISkinnedMesh.h"
namespace irr
{
namespace scene
{
class IAnimatedMeshSceneNode;
class IBoneSceneNode;
class CSkinnedMesh: public ISkinnedMesh
{
public:
//! constructor
CSkinnedMesh();
//! destructor
virtual ~CSkinnedMesh();
//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
virtual s32 getFrameCount();
//! returns the animated mesh based on a detail level (which is ignored)
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);
//! Animates this mesh's joints based on frame input
//! blend: {0-old position, 1-New position}
virtual void animateMesh(f32 frame, f32 blend);
//! Preforms a software skin on this mesh based of joint positions
virtual void skinMesh();
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Returns the pointer to the mesh buffer or
NULL if there is no such mesh buffer. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;
//! returns an axis aligned bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! set user axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box);
//! sets a flag of all contained materials to a new value
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
//! Returns the type of the animated mesh.
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
//! Gets joint count.
virtual s32 getJointCount() const;
//! Gets the name of a joint.
virtual const c8* getJointName(s32 number) const;
//! Gets a joint number from its name
virtual s32 getJointNumber(const c8* name) const;
//! uses animation from another mesh
virtual bool useAnimationFrom(ISkinnedMesh *mesh);
//! Update Normals when Animating
//! False= Don't (default)
//! True = Update normals, slower
virtual void updateNormalsWhenAnimating(bool on);
//! Sets Interpolation Mode
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode);
//! Recovers the joints from the mesh
virtual void recoverJointsFromMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes);
//! Tranfers the joint data to the mesh
virtual void tranferJointsToMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes);
//! Creates an array of joints from this mesh
virtual void createJoints(core::array<IBoneSceneNode*> &JointChildSceneNodes, IAnimatedMeshSceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager);
virtual void convertMeshToTangents();
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//these functions will use the needed arrays, set vaules, etc to help the loaders
//! exposed for loaders to add mesh buffers
virtual core::array<SSkinMeshBuffer*> &getMeshBuffers();
//! alternative method for adding joints
virtual core::array<SJoint*> &getAllJoints();
//! loaders should call this after populating the mesh
virtual void finalize();
virtual SSkinMeshBuffer *createBuffer();
virtual SJoint *createJoint(SJoint *parent=0);
virtual SPositionKey *createPositionKey(SJoint *joint);
virtual SScaleKey *createScaleKey(SJoint *joint);
virtual SRotationKey *createRotationKey(SJoint *joint);
virtual SWeight *createWeight(SJoint *joint);
private:
void checkForAnimation();
void normalizeWeights();
void buildAll_LocalAnimatedMatrices(); //public?
void buildAll_GlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);
void getFrameData(f32 frame,SJoint *Node,core::vector3df &position, s32 &positionHint, core::vector3df &scale, s32 &scaleHint, core::quaternion &rotation, s32 &rotationHint);
void CalculateGlobalMatrixes(SJoint *Joint,SJoint *ParentJoint);
void SkinJoint(SJoint *Joint, SJoint *ParentJoint);
void calculateTangents(core::vector3df& normal,
core::vector3df& tangent, core::vector3df& binormal,
core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3,
core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3);
//void createSkelton_Helper(ISceneManager* SceneManager, core::array<IBoneSceneNode*> &JointChildSceneNodes, IAnimatedMeshSceneNode *AnimatedMeshSceneNode, ISceneNode* ParentNode, SJoint *ParentNode, SJoint *Node);
core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers
core::array<SSkinMeshBuffer*> LocalBuffers;
core::array<SJoint*> AllJoints;
core::array<SJoint*> RootJoints;
bool HasAnimation;
bool PreparedForSkinning;
f32 AnimationFrames;
f32 lastAnimatedFrame;
f32 lastSkinnedFrame;
bool BoneControlUsed;
bool AnimateNormals;
E_INTERPOLATION_MODE InterpolationMode;
core::aabbox3d<f32> BoundingBox;
core::array< core::array<bool> > Vertices_Moved;
};
} // end namespace scene
} // end namespace irr
#endif