// Copyright (C) 2002-2007 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" 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(s32 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(); //! Creates shadow volume scene node as child of this node //! and returns a pointer to it. virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(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 ms3d mesh. virtual ISceneNode* getMS3DJointNode(const c8* jointName); //! 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 x mesh. virtual ISceneNode* getXJointNode(const c8* jointName); //! Returns a pointer to a child node, which has the same transformation as //! the corresponding joint, if the mesh in this scene node is a b3d mesh. virtual ISceneNode* getB3DJointNode(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 s32 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(); //! 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); //! 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 SMD3QuaterionTag& getMD3TagTransformation( const core::stringc & tagname); //! updates the absolute position based on the relative and the parents position virtual void updateAbsolutePosition(); private: u32 buildFrameNr( u32 timeMs); core::array Materials; core::aabbox3d Box; IAnimatedMesh* Mesh; u32 BeginFrameTime; s32 StartFrame; s32 EndFrame; f32 FramesPerSecond; s32 CurrentFrameNr; bool Looping; bool ReadOnlyMaterials; IAnimationEndCallBack* LoopCallBack; s32 PassCount; IShadowVolumeSceneNode* Shadow; core::array JointChildSceneNodes; struct SMD3Special { core::stringc Tagname; SMD3QuaterionTagList AbsoluteTagList; }; SMD3Special MD3Special; }; } // end namespace scene } // end namespace irr #endif