// Copyright (C) 2002-2009 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ #define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ #include "IAnimatedMeshSceneNode.h" #include "IAnimatedMesh.h" #include "matrix4.h" namespace irr { namespace scene { class IDummyTransformationSceneNode; class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode { public: //! constructor CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)); //! destructor virtual ~CAnimatedMeshSceneNode(); //! sets the current frame. from now on the animation is played from this frame. virtual void setCurrentFrame(f32 frame); //! frame virtual void OnRegisterSceneNode(); //! OnAnimate() is called just before rendering the whole scene. virtual void OnAnimate(u32 timeMs); //! renders the node. virtual void render(); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const; //! sets the frames between the animation is looped. //! the default is 0 - MaximalFrameCount of the mesh. virtual bool setFrameLoop(s32 begin, s32 end); //! Sets looping mode which is on by default. If set to false, //! animations will not be looped. virtual void setLoopMode(bool playAnimationLooped); //! Sets a callback interface which will be called if an animation //! playback has ended. Set this to 0 to disable the callback again. virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0); //! sets the speed with witch the animation is played virtual void setAnimationSpeed(f32 framesPerSecond); //! returns the material based on the zero based index i. To get the amount //! of materials used by this scene node, use getMaterialCount(). //! This function is needed for inserting the node into the scene hirachy on a //! optimal position for minimizing renderstate changes, but can also be used //! to directly modify the material of a scene node. virtual video::SMaterial& getMaterial(u32 i); //! returns amount of materials used by this scene node. virtual u32 getMaterialCount() const; //! Creates shadow volume scene node as child of this node //! and returns a pointer to it. virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, s32 id, bool zfailmethod=true, f32 infinity=10000.0f); //! Returns a pointer to a child node, which has the same transformation as //! the corrsesponding joint, if the mesh in this scene node is a skinned mesh. virtual IBoneSceneNode* getJointNode(const c8* jointName); //! same as getJointNode(const c8* jointName), but based on id virtual IBoneSceneNode* getJointNode(u32 jointID); //! Gets joint count. virtual u32 getJointCount() const; //! Redundant command, please use getJointNode. virtual ISceneNode* getMS3DJointNode(const c8* jointName); //! Redundant command, please use getJointNode. virtual ISceneNode* getXJointNode(const c8* jointName); //! Removes a child from this scene node. //! Implemented here, to be able to remove the shadow properly, if there is one, //! or to remove attached childs. virtual bool removeChild(ISceneNode* child); //! Starts a MD2 animation. virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim); //! Starts a special MD2 animation. virtual bool setMD2Animation(const c8* animationName); //! Returns the current displayed frame number. virtual f32 getFrameNr() const; //! Returns the current start frame number. virtual s32 getStartFrame() const; //! Returns the current end frame number. virtual s32 getEndFrame() const; //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. /* In this way it is possible to change the materials a mesh causing all mesh scene nodes referencing this mesh to change too. */ virtual void setReadOnlyMaterials(bool readonly); //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style virtual bool isReadOnlyMaterials() const; //! Sets a new mesh virtual void setMesh(IAnimatedMesh* mesh); //! Returns the current mesh virtual IAnimatedMesh* getMesh(void) { return Mesh; } //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; } // returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, // or the absolutetransformation if it's a normal scenenode const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname); //! updates the absolute position based on the relative and the parents position virtual void updateAbsolutePosition(); //! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set) virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode); //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2) //! you must call animateJoints(), or the mesh will not animate virtual void setTransitionTime(f32 Time); //! updates the joint positions of this mesh virtual void animateJoints(bool CalculateAbsolutePositions=true); //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected) virtual void setRenderFromIdentity( bool On ); //! Creates a clone of this scene node and its children. /** \param newParent An optional new parent. \param newManager An optional new scene manager. \return The newly created clone of this node. */ virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); private: //! Get a static mesh for the current frame of this animated mesh IMesh* getMeshForCurrentFrame(bool forceRecalcOfControlJoints); void buildFrameNr(u32 timeMs); void checkJoints(); void beginTransition(); core::array Materials; core::aabbox3d Box; IAnimatedMesh* Mesh; u32 BeginFrameTime; s32 StartFrame; s32 EndFrame; f32 FramesPerSecond; f32 CurrentFrameNr; u32 LastTimeMs; u32 TransitionTime; //Transition time in millisecs f32 Transiting; //is mesh transiting (plus cache of TransitionTime) f32 TransitingBlend; //0-1, calculated on buildFrameNr //0-unused, 1-get joints only, 2-set joints only, 3-move and set E_JOINT_UPDATE_ON_RENDER JointMode; bool JointsUsed; bool Looping; bool ReadOnlyMaterials; bool RenderFromIdentity; IAnimationEndCallBack* LoopCallBack; s32 PassCount; IShadowVolumeSceneNode* Shadow; core::array JointChildSceneNodes; core::array PretransitingSave; // Quake3 Model struct SMD3Special : public virtual IReferenceCounted { core::stringc Tagname; SMD3QuaternionTagList AbsoluteTagList; SMD3Special & operator = (const SMD3Special & copyMe) { Tagname = copyMe.Tagname; AbsoluteTagList = copyMe.AbsoluteTagList; return *this; } }; SMD3Special *MD3Special; }; } // end namespace scene } // end namespace irr #endif