irrlicht/source/Irrlicht/CSkinnedMesh.h

208 lines
6.6 KiB
C++

// 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<f32>& 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<IBoneSceneNode*> &JointChildSceneNodes);
//! Tranfers the joint data to the mesh
virtual void transferJointsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes);
//! Tranfers the joint hints to the mesh
virtual void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes);
//! Creates an array of joints from this mesh
virtual void createJoints(core::array<IBoneSceneNode*> &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<SSkinMeshBuffer*> &getMeshBuffers();
//! alternative method for adding joints
virtual core::array<SJoint*> &getAllJoints();
//! alternative method for adding joints
virtual const core::array<SJoint*> &getAllJoints() const;
//! loaders should call this after populating the mesh
virtual void finalize();
//! Adds a new meshbuffer to the mesh, access it as last one
virtual SSkinMeshBuffer *addMeshBuffer();
//! Adds a new joint to the mesh, access it as last one
virtual SJoint *addJoint(SJoint *parent=0);
//! Adds a new position key to the mesh, access it as last one
virtual SPositionKey *addPositionKey(SJoint *joint);
//! Adds a new rotation key to the mesh, access it as last one
virtual SRotationKey *addRotationKey(SJoint *joint);
//! Adds a new scale key to the mesh, access it as last one
virtual SScaleKey *addScaleKey(SJoint *joint);
//! Adds a new weight to the mesh, access it as last one
virtual SWeight *addWeight(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<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers
core::array<SSkinMeshBuffer*> LocalBuffers;
core::array<SJoint*> AllJoints;
core::array<SJoint*> RootJoints;
core::aabbox3d<f32> BoundingBox;
core::array< core::array<bool> > Vertices_Moved;
f32 AnimationFrames;
f32 LastAnimatedFrame;
f32 LastSkinnedFrame;
E_INTERPOLATION_MODE InterpolationMode;
bool HasAnimation;
bool PreparedForSkinning;
bool BoneControlUsed;
bool AnimateNormals;
bool HardwareSkinning;
};
} // end namespace scene
} // end namespace irr
#endif