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