205 lines
5.3 KiB
C++
205 lines
5.3 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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#ifndef __I_SKINNED_MESH_H_INCLUDED__
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#define __I_SKINNED_MESH_H_INCLUDED__
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#include "irrArray.h"
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#include "IBoneSceneNode.h"
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#include "IAnimatedMesh.h"
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#include "SSkinMeshBuffer.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_INTERPOLATION_MODE
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{
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// constant interpolation
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EIM_CONSTANT = 0,
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// linear interpolation
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EIM_LINEAR,
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//! count of all available interpolation modes
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EIM_COUNT
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};
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//! Interface for using some special functions of Skinned meshes
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class ISkinnedMesh : public IAnimatedMesh
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{
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public:
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//! Gets joint count.
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//! \return Returns amount of joints in the skeletal animated mesh.
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virtual u32 getJointCount() const = 0;
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//! Gets the name of a joint.
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//! \param number: Zero based index of joint. The last joint
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//! has the number getJointCount()-1;
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//! \return Returns name of joint and null if an error happened.
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virtual const c8* getJointName(u32 number) const = 0;
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//! Gets a joint number from its name
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//! \param name: Name of the joint.
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//! \return Returns the number of the joint or -1 if not found.
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virtual s32 getJointNumber(const c8* name) const = 0;
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//! uses animation from another mesh
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//! the animation is linked (not copied) based on joint names (so make sure they are unique)
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//! \return Returns true if all joints in this mesh were matched up (empty names will not be matched, and it's case sensitive)
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//! unmatched joints will not be animated
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virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
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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) = 0;
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//!Sets Interpolation Mode
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virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
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//! Animates this mesh's joints based on frame input
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virtual void animateMesh(f32 frame, f32 blend)=0;
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//! Preforms a software skin on this mesh based of joint positions
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virtual void skinMesh() = 0;
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virtual void convertMeshToTangents() = 0;
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//! A vertex weight
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struct SWeight
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{
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//! Index of the mesh buffer
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u16 buffer_id; //I doubt 32bits is needed
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//! Index of the vertex
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u32 vertex_id; //Store global ID here
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//! Weight Strength/Percentage (0-1)
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f32 strength;
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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bool *Moved;
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core::vector3df StaticPos;
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core::vector3df StaticNormal;
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};
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//! Animation keyframe which describes a new position, scale or rotation
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struct SPositionKey
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{
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f32 frame;
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core::vector3df position;
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};
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struct SScaleKey
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{
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f32 frame;
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core::vector3df scale;
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};
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struct SRotationKey
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{
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f32 frame;
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core::quaternion rotation;
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};
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//! Joints
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struct SJoint
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{
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SJoint() : UseAnimationFrom(0), LocalAnimatedMatrix_Animated(false), GlobalSkinningSpace(false),
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positionHint(-1),scaleHint(-1),rotationHint(-1)
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{
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}
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//! The name of this joint
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core::stringc Name;
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//! Local matrix of this joint
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core::matrix4 LocalMatrix;
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//! List of child joints
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core::array<SJoint*> Children;
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//! List of attached meshes
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core::array<u32> AttachedMeshes;
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//! Animation keys causing translation change
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core::array<SPositionKey> PositionKeys;
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//! Animation keys causing scale change
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core::array<SScaleKey> ScaleKeys;
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//! Animation keys causing rotation change
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core::array<SRotationKey> RotationKeys;
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//! Skin weights
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core::array<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix;
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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core::vector3df Animatedposition;
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core::vector3df Animatedscale;
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core::quaternion Animatedrotation;
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core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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SJoint *UseAnimationFrom;
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bool LocalAnimatedMatrix_Animated;
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bool GlobalSkinningSpace;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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};
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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 values, 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() = 0;
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//! exposed for loaders: joints list
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virtual core::array<SJoint*> &getAllJoints() = 0;
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//! exposed for loaders: joints list
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virtual const core::array<SJoint*> &getAllJoints() const = 0;
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//! loaders should call this after populating the mesh
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virtual void finalize() = 0;
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virtual SSkinMeshBuffer *createBuffer() = 0;
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virtual SJoint *createJoint(SJoint *parent=0) = 0;
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virtual SPositionKey *createPositionKey(SJoint *joint) = 0;
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virtual SScaleKey *createScaleKey(SJoint *joint) = 0;
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virtual SRotationKey *createRotationKey(SJoint *joint) = 0;
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virtual SWeight *createWeight(SJoint *joint) = 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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