irrlicht/source/Irrlicht/CAnimatedMeshSceneNode.h

200 lines
6.7 KiB
C++

// 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"
#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<f32>& 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(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);
//! 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 SMD3QuaterionTag& 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(s32 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();
private:
f32 buildFrameNr( u32 timeMs);
void checkJoints();
void beginTransition();
core::array<video::SMaterial> Materials;
core::aabbox3d<f32> Box;
IAnimatedMesh* Mesh;
u32 BeginFrameTime;
s32 StartFrame;
s32 EndFrame;
f32 FramesPerSecond;
f32 CurrentFrameNr;
s32 JointMode; //0-unused, 1-get joints only, 2-set joints only, 3-move and set
bool JointsUsed;
u32 TransitionTime; //Transition time in millisecs
f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
f32 TransitingBlend; //0-1, calculated on buildFrameNr
bool Looping;
bool ReadOnlyMaterials;
IAnimationEndCallBack* LoopCallBack;
s32 PassCount;
IShadowVolumeSceneNode* Shadow;
core::array<IBoneSceneNode* > JointChildSceneNodes;
core::array<core::matrix4> PretransitingSave;
struct SMD3Special
{
core::stringc Tagname;
SMD3QuaterionTagList AbsoluteTagList;
};
SMD3Special MD3Special;
};
} // end namespace scene
} // end namespace irr
#endif