// 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 //New skinned mesh #ifndef __C_SKINNED_MESH_H_INCLUDED__ #define __C_SKINNED_MESH_H_INCLUDED__ #include "ISkinnedMesh.h" #include "SMeshBuffer.h" #include "S3DVertex.h" #include "irrString.h" #include "matrix4.h" #include "quaternion.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 u32 getFrameCount() const; //! 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& 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); //! set the hardware mapping hint, for driver virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! flags the meshbuffer as changed, reloads hardware buffers virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! Returns the type of the animated mesh. virtual E_ANIMATED_MESH_TYPE getMeshType() const; //! Gets joint count. virtual u32 getJointCount() const; //! Gets the name of a joint. virtual const c8* getJointName(u32 number) const; //! Gets a joint number from its name virtual s32 getJointNumber(const c8* name) const; //! uses animation from another mesh virtual bool useAnimationFrom(const 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 &JointChildSceneNodes); //! Tranfers the joint data to the mesh virtual void transferJointsToMesh(const core::array &JointChildSceneNodes); //! Tranfers the joint hints to the mesh virtual void transferOnlyJointsHintsToMesh(const core::array &JointChildSceneNodes); //! Creates an array of joints from this mesh virtual void createJoints(core::array &JointChildSceneNodes, IAnimatedMeshSceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager); //! Convertes the mesh to contain tangent information virtual void convertMeshToTangents(); //! Does the mesh have no animation virtual bool isStatic(); //! (This feature is not implemented in irrlicht yet) virtual bool setHardwareSkinning(bool on); //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 &getMeshBuffers(); //! alternative method for adding joints virtual core::array &getAllJoints(); //! alternative method for adding joints virtual const core::array &getAllJoints() const; //! 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 SRotationKey *createRotationKey(SJoint *joint); virtual SScaleKey *createScaleKey(SJoint *joint); virtual SWeight *createWeight(SJoint *joint); virtual void updateBoundingBox(void); 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 CalculateGlobalMatrices(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); core::array *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers core::array LocalBuffers; core::array AllJoints; core::array RootJoints; bool HasAnimation; bool PreparedForSkinning; f32 AnimationFrames; f32 LastAnimatedFrame; f32 LastSkinnedFrame; bool BoneControlUsed; bool AnimateNormals; bool HardwareSkinning; E_INTERPOLATION_MODE InterpolationMode; core::aabbox3d BoundingBox; core::array< core::array > Vertices_Moved; }; } // end namespace scene } // end namespace irr #endif