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- // 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 "irrArray.h"
- #include "IBoneSceneNode.h"
- #include "IAnimatedMesh.h"
- #include "SSkinMeshBuffer.h"
- #include <optional>
- namespace irr
- {
- namespace scene
- {
- enum E_INTERPOLATION_MODE
- {
- // constant does use the current key-values without interpolation
- EIM_CONSTANT = 0,
- // linear interpolation
- EIM_LINEAR,
- //! count of all available interpolation modes
- EIM_COUNT
- };
- //! Interface for using some special functions of Skinned meshes
- class ISkinnedMesh : public IAnimatedMesh
- {
- public:
- //! Gets joint count.
- /** \return Amount of joints in the skeletal animated mesh. */
- virtual u32 getJointCount() const = 0;
- //! Gets the name of a joint.
- /** \param number: Zero based index of joint. The last joint
- has the number getJointCount()-1;
- \return Name of joint and null if an error happened. */
- virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
- //! Gets a joint number from its name
- /** \param name: Name of the joint.
- \return Number of the joint or std::nullopt if not found. */
- virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
- //! Use animation from another mesh
- /** The animation is linked (not copied) based on joint names
- so make sure they are unique.
- \return True if all joints in this mesh were
- matched up (empty names will not be matched, and it's case
- sensitive). Unmatched joints will not be animated. */
- virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
- //! Update Normals when Animating
- /** \param on If false don't animate, which is faster.
- Else update normals, which allows for proper lighting of
- animated meshes. */
- virtual void updateNormalsWhenAnimating(bool on) = 0;
- //! Sets Interpolation Mode
- virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
- //! Animates this mesh's joints based on frame input
- virtual void animateMesh(f32 frame, f32 blend) = 0;
- //! Preforms a software skin on this mesh based of joint positions
- virtual void skinMesh() = 0;
- //! converts the vertex type of all meshbuffers to tangents.
- /** E.g. used for bump mapping. */
- virtual void convertMeshToTangents() = 0;
- //! Allows to enable hardware skinning.
- /* This feature is not implemented in Irrlicht yet */
- virtual bool setHardwareSkinning(bool on) = 0;
- //! Refreshes vertex data cached in joints such as positions and normals
- virtual void refreshJointCache() = 0;
- //! Moves the mesh into static position.
- virtual void resetAnimation() = 0;
- //! A vertex weight
- struct SWeight
- {
- //! Index of the mesh buffer
- u16 buffer_id; // I doubt 32bits is needed
- //! Index of the vertex
- u32 vertex_id; // Store global ID here
- //! Weight Strength/Percentage (0-1)
- f32 strength;
- private:
- //! Internal members used by CSkinnedMesh
- friend class CSkinnedMesh;
- char *Moved;
- core::vector3df StaticPos;
- core::vector3df StaticNormal;
- };
- //! Animation keyframe which describes a new position
- struct SPositionKey
- {
- f32 frame;
- core::vector3df position;
- };
- //! Animation keyframe which describes a new scale
- struct SScaleKey
- {
- f32 frame;
- core::vector3df scale;
- };
- //! Animation keyframe which describes a new rotation
- struct SRotationKey
- {
- f32 frame;
- core::quaternion rotation;
- };
- //! Joints
- struct SJoint
- {
- SJoint() :
- UseAnimationFrom(0), GlobalSkinningSpace(false),
- positionHint(-1), scaleHint(-1), rotationHint(-1)
- {
- }
- //! The name of this joint
- std::optional<std::string> Name;
- //! Local matrix of this joint
- core::matrix4 LocalMatrix;
- //! List of child joints
- core::array<SJoint *> Children;
- //! List of attached meshes
- core::array<u32> AttachedMeshes;
- //! Animation keys causing translation change
- core::array<SPositionKey> PositionKeys;
- //! Animation keys causing scale change
- core::array<SScaleKey> ScaleKeys;
- //! Animation keys causing rotation change
- core::array<SRotationKey> RotationKeys;
- //! Skin weights
- core::array<SWeight> Weights;
- //! Unnecessary for loaders, will be overwritten on finalize
- core::matrix4 GlobalMatrix;
- core::matrix4 GlobalAnimatedMatrix;
- core::matrix4 LocalAnimatedMatrix;
- core::vector3df Animatedposition;
- core::vector3df Animatedscale;
- core::quaternion Animatedrotation;
- core::matrix4 GlobalInversedMatrix; // the x format pre-calculates this
- private:
- //! Internal members used by CSkinnedMesh
- friend class CSkinnedMesh;
- SJoint *UseAnimationFrom;
- bool GlobalSkinningSpace;
- s32 positionHint;
- s32 scaleHint;
- s32 rotationHint;
- };
- // 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 values, etc to help the loaders
- //! exposed for loaders: to add mesh buffers
- virtual core::array<SSkinMeshBuffer *> &getMeshBuffers() = 0;
- //! exposed for loaders: joints list
- virtual core::array<SJoint *> &getAllJoints() = 0;
- //! exposed for loaders: joints list
- virtual const core::array<SJoint *> &getAllJoints() const = 0;
- //! loaders should call this after populating the mesh
- virtual void finalize() = 0;
- //! Adds a new meshbuffer to the mesh, access it as last one
- virtual SSkinMeshBuffer *addMeshBuffer() = 0;
- //! Adds a new meshbuffer to the mesh, access it as last one
- virtual void addMeshBuffer(SSkinMeshBuffer *meshbuf) = 0;
- //! Adds a new joint to the mesh, access it as last one
- virtual SJoint *addJoint(SJoint *parent = 0) = 0;
- //! Adds a new weight to the mesh, access it as last one
- virtual SWeight *addWeight(SJoint *joint) = 0;
- //! Adds a new position key to the mesh, access it as last one
- virtual SPositionKey *addPositionKey(SJoint *joint) = 0;
- //! Adds a new scale key to the mesh, access it as last one
- virtual SScaleKey *addScaleKey(SJoint *joint) = 0;
- //! Adds a new rotation key to the mesh, access it as last one
- virtual SRotationKey *addRotationKey(SJoint *joint) = 0;
- //! Check if the mesh is non-animated
- virtual bool isStatic() = 0;
- };
- } // end namespace scene
- } // end namespace irr
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