123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 |
- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "ISceneNode.h"
- #include "IBoneSceneNode.h"
- #include "IAnimatedMesh.h"
- namespace irr
- {
- namespace scene
- {
- enum E_JOINT_UPDATE_ON_RENDER
- {
- //! do nothing
- EJUOR_NONE = 0,
- //! get joints positions from the mesh (for attached nodes, etc)
- EJUOR_READ,
- //! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
- EJUOR_CONTROL
- };
- class IAnimatedMeshSceneNode;
- //! Callback interface for catching events of ended animations.
- /** Implement this interface and use
- IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
- be notified if an animation playback has ended.
- **/
- class IAnimationEndCallBack : public virtual IReferenceCounted
- {
- public:
- //! Will be called when the animation playback has ended.
- /** See IAnimatedMeshSceneNode::setAnimationEndCallback for
- more information.
- \param node: Node of which the animation has ended. */
- virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node) = 0;
- };
- //! Scene node capable of displaying an animated mesh.
- class IAnimatedMeshSceneNode : public ISceneNode
- {
- public:
- //! Constructor
- IAnimatedMeshSceneNode(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)) :
- ISceneNode(parent, mgr, id, position, rotation, scale) {}
- //! Destructor
- virtual ~IAnimatedMeshSceneNode() {}
- //! Sets the current frame number.
- /** From now on the animation is played from this frame.
- \param frame: Number of the frame to let the animation be started from.
- The frame number must be a valid frame number of the IMesh used by this
- scene node. Set IAnimatedMesh::getMesh() for details. */
- virtual void setCurrentFrame(f32 frame) = 0;
- //! Sets the frame numbers between the animation is looped.
- /** The default is 0 to getFrameCount()-1 of the mesh.
- Number of played frames is end-start.
- It interpolates toward the last frame but stops when it is reached.
- It does not interpolate back to start even when looping.
- Looping animations should ensure last and first frame-key are identical.
- \param begin: Start frame number of the loop.
- \param end: End frame number of the loop.
- \return True if successful, false if not. */
- virtual bool setFrameLoop(s32 begin, s32 end) = 0;
- //! Sets the speed with which the animation is played.
- /** \param framesPerSecond: Frames per second played. */
- virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
- //! Gets the speed with which the animation is played.
- /** \return Frames per second played. */
- virtual f32 getAnimationSpeed() const = 0;
- //! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
- /** With this method it is possible to attach scene nodes to
- joints for example possible to attach a weapon to the left hand
- of an animated model. This example shows how:
- \code
- ISceneNode* hand =
- yourAnimatedMeshSceneNode->getJointNode("LeftHand");
- hand->addChild(weaponSceneNode);
- \endcode
- Please note that the joint returned by this method may not exist
- before this call and the joints in the node were created by it.
- \param jointName: Name of the joint.
- \return Pointer to the scene node which represents the joint
- with the specified name. Returns 0 if the contained mesh is not
- an skinned mesh or the name of the joint could not be found. */
- virtual IBoneSceneNode *getJointNode(const c8 *jointName) = 0;
- //! same as getJointNode(const c8* jointName), but based on id
- virtual IBoneSceneNode *getJointNode(u32 jointID) = 0;
- //! Gets joint count.
- /** \return Amount of joints in the mesh. */
- virtual u32 getJointCount() const = 0;
- //! Returns the currently displayed frame number.
- virtual f32 getFrameNr() const = 0;
- //! Returns the current start frame number.
- virtual s32 getStartFrame() const = 0;
- //! Returns the current end frame number.
- virtual s32 getEndFrame() const = 0;
- //! Sets looping mode which is on by default.
- /** If set to false, animations will not be played looped. */
- virtual void setLoopMode(bool playAnimationLooped) = 0;
- //! returns the current loop mode
- /** When true the animations are played looped */
- virtual bool getLoopMode() const = 0;
- //! Sets a callback interface which will be called if an animation playback has ended.
- /** Set this to 0 to disable the callback again.
- Please note that this will only be called when in non looped
- mode, see IAnimatedMeshSceneNode::setLoopMode(). */
- virtual void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) = 0;
- //! 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) = 0;
- //! 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 = 0;
- //! Sets a new mesh
- virtual void setMesh(IAnimatedMesh *mesh) = 0;
- //! Returns the current mesh
- virtual IAnimatedMesh *getMesh(void) = 0;
- //! Set how the joints should be updated on render
- virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) = 0;
- //! Sets the transition time in seconds
- /** Note: This needs to enable joints, and setJointmode set to
- EJUOR_CONTROL. You must call animateJoints(), or the mesh will
- not animate. */
- virtual void setTransitionTime(f32 Time) = 0;
- //! animates the joints in the mesh based on the current frame.
- /** Also takes in to account transitions. */
- virtual void animateJoints(bool CalculateAbsolutePositions = true) = 0;
- //! render mesh ignoring its transformation.
- /** Culling is unaffected. */
- virtual void setRenderFromIdentity(bool On) = 0;
- //! Creates a clone of this scene node and its children.
- /** \param newParent An optional new parent.
- \param newManager An optional new scene manager.
- \return The newly created clone of this node. */
- virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) = 0;
- };
- } // end namespace scene
- } // end namespace irr
|