218 lines
9.2 KiB
C++
218 lines
9.2 KiB
C++
// Copyright (C) 2002-2007 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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#ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
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#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "IBoneSceneNode.h"
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#include "IAnimatedMeshMD2.h"
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#include "IAnimatedMeshMD3.h"
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#include "IShadowVolumeSceneNode.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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enum E_JOINT_UPDATE_ON_RENDER
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{
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// do nothing
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EJUOR_NONE = 0,
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// get joints positions from the mesh (for attached nodes, etc)
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EJUOR_READ,
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// control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
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EJUOR_CONTROL,
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//! count of all available interpolation modes
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EJUOR_COUNT
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};
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class IAnimatedMeshSceneNode;
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//! Callback interface for catching events of ended animations.
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/** Implement this interface and use
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IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
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be notified if an animation playback has ended.
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**/
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class IAnimationEndCallBack : public virtual IReferenceCounted
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{
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public:
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//! Will be called when the animation playback has ended.
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//! See IAnimatedMeshSceneNode::setAnimationEndCallback for
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//! more informations.
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//! \param node: Node of which the animation has ended.
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virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
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};
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//! Scene node capable of displaying an animated mesh and its shadow.
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/** The shadow is optional: If a shadow should be displayed too, just invoke
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the IAnimatedMeshSceneNode::createShadowVolumeSceneNode().*/
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class IAnimatedMeshSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
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: ISceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Destructor
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virtual ~IAnimatedMeshSceneNode() {}
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//! Sets the current frame number.
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//! From now on the animation is played from this frame.
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//! \param frame: Number of the frame to let the animation be started from.
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//! The frame number must be a valid frame number of the IMesh used by this
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//! scene node. Set IAnimatedMesh::getMesh() for details.
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virtual void setCurrentFrame(f32 frame) = 0;
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//! Sets the frame numbers between the animation is looped.
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//! The default is 0 - MaximalFrameCount of the mesh.
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//! \param begin: Start frame number of the loop.
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//! \param end: End frame number of the loop.
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//! \return Returns true if successful, false if not.
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virtual bool setFrameLoop(s32 begin, s32 end) = 0;
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//! Sets the speed with witch the animation is played.
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//! \param framesPerSecond: Frames per second played.
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virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it. The shadow can be rendered using the ZPass
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//! or the zfail method. ZPass is a little bit faster because the shadow volume
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//! creation is easier, but with this method there occur ugly looking artifacs
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//! when the camera is inside the shadow volume. These error do not occur
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//! with the ZFail method.
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//! \param id: Id of the shadow scene node. This id can be used to identify
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//! the node later.
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//! \param zfailmethod: If set to true, the shadow will use the zfail method,
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//! if not, zpass is used.
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//! \param infinity: Value used by the shadow volume algorithm to scale the
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//! shadow volume.
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//! \return Returns pointer to the created shadow scene node.
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//! This pointer should not be dropped. See IReferenceCounted::drop() for more information.
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(s32 id=-1,
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bool zfailmethod=true, f32 infinity=10000.0f) = 0;
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//! Returns a pointer to a joint in the mesh (if the mesh is a bone based mesh)
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//! With this method it is possible to attach scene nodes to joints
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//! for example possible to attach a weapon to the left hand of an
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//! animated model. This example shows how:
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//! \code
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//! ISceneNode* hand =
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//! yourAnimatedMeshSceneNode->getJointNode("LeftHand");
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//! hand->addChild(weaponSceneNode);
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//! \endcode
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//! Please note that the joint returned by this method may not exist
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//! before this call and the joints in the node were created by it.
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//! \param jointName: Name of the joint.
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//! \return Returns a pointer to the scene node which represents the joint
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//! with the specified name. Returns 0 if the contained mesh is not an
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//! skinned mesh or the name of the joint could not be found.
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virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
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//! same as getJointNode(const c8* jointName), but based on id
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virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
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//! Gets joint count.
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//! \return Returns amount of joints in the mesh.
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virtual u32 getJointCount() const = 0;
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//! Redundant command, please use getJointNode (only for backwards compatibility)
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virtual ISceneNode* getMS3DJointNode(const c8* jointName) = 0;
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//! Redundant command, please use getJointNode (only for backwards compatibility)
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virtual ISceneNode* getXJointNode(const c8* jointName) = 0;
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//! Starts a default MD2 animation.
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//! With this method it is easily possible to start a Run, Attack,
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//! Die or whatever animation, if the mesh contained in this scene
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//! node is an md2 mesh. Otherwise, nothing happens.
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//! \param anim: An MD2 animation type, which should be played, for
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//! example EMAT_STAND for the standing animation.
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//! \return Returns true if successful, and false if not, for example
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//! if the mesh in the scene node is not a md2 mesh.
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virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
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//! Starts a special MD2 animation.
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//! With this method it is easily possible to start a Run, Attack,
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//! Die or whatever animation, if the mesh contained in this scene
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//! node is an md2 mesh. Otherwise, nothing happens. This method uses
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//! a character string to identify the animation. If the animation is a
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//! standard md2 animation, you might want to start this animation
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//! with the EMD2_ANIMATION_TYPE enumeration instead.
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//! \param animationName: Name of the animation which should be played.
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//! \return Returns true if successful, and false if not, for example
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//! if the mesh in the scene node is not an md2 mesh, or no animation
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//! with this name could be found.
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virtual bool setMD2Animation(const c8* animationName) = 0;
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//! Returns the current displayed frame number.
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virtual f32 getFrameNr() const = 0;
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//! Returns the current start frame number.
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virtual s32 getStartFrame() const = 0;
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//! Returns the current end frame number.
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virtual s32 getEndFrame() const = 0;
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//! Sets looping mode which is on by default. If set to false,
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//! animations will not be played looped.
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virtual void setLoopMode(bool playAnimationLooped) = 0;
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//! Sets a callback interface which will be called if an animation
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//! playback has ended. Set this to 0 to disable the callback again.
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//! Please note that this will only be called when in non looped mode,
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//! see IAnimatedMeshSceneNode::setLoopMode().
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virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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referencing this mesh to change too. */
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virtual void setReadOnlyMaterials(bool readonly) = 0;
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//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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virtual bool isReadOnlyMaterials() const = 0;
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//! Sets a new mesh
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virtual void setMesh(IAnimatedMesh* mesh) = 0;
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//! Returns the current mesh
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virtual IAnimatedMesh* getMesh(void) = 0;
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//! returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
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//! or the absolutetransformation if it's a normal scenenode
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virtual const SMD3QuaterionTag& getMD3TagTransformation( const core::stringc & tagname) = 0;
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//! Set how the joints should be updated on render
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//! 0-do nothing
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//! 1-get joints positions from the mesh (for attached nodes, etc)
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//! 2-control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
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virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
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//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
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//! you must call animateJoints(), or the mesh will not ani\mate
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virtual void setTransitionTime(f32 Time) =0;
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//! animates the joints in the mesh based on the current frame (also takes in to account transitions)
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virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
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//! render mesh ignoring it's transformation. Used with ragdolls. (culling is unaffected)
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virtual void setRenderFromIdentity( bool On )=0;
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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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