12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697 |
- // 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"
- namespace irr
- {
- namespace scene
- {
- //! Enumeration for different bone animation modes
- enum E_BONE_ANIMATION_MODE
- {
- //! The bone is usually animated, unless it's parent is not animated
- EBAM_AUTOMATIC = 0,
- //! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
- EBAM_ANIMATED,
- //! The bone is not animated by the skin
- EBAM_UNANIMATED,
- //! Not an animation mode, just here to count the available modes
- EBAM_COUNT
- };
- enum E_BONE_SKINNING_SPACE
- {
- //! local skinning, standard
- EBSS_LOCAL = 0,
- //! global skinning
- EBSS_GLOBAL,
- EBSS_COUNT
- };
- //! Names for bone animation modes
- const c8 *const BoneAnimationModeNames[] = {
- "automatic",
- "animated",
- "unanimated",
- 0,
- };
- //! Interface for bones used for skeletal animation.
- /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
- class IBoneSceneNode : public ISceneNode
- {
- public:
- IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id = -1) :
- ISceneNode(parent, mgr, id), positionHint(-1), scaleHint(-1), rotationHint(-1) {}
- //! Get the index of the bone
- virtual u32 getBoneIndex() const = 0;
- //! Sets the animation mode of the bone.
- /** \return True if successful. (Unused) */
- virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
- //! Gets the current animation mode of the bone
- virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
- //! Get the axis aligned bounding box of this node
- const core::aabbox3d<f32> &getBoundingBox() const override = 0;
- //! Returns the relative transformation of the scene node.
- // virtual core::matrix4 getRelativeTransformation() const = 0;
- //! The animation method.
- void OnAnimate(u32 timeMs) override = 0;
- //! The render method.
- /** Does nothing as bones are not visible. */
- void render() override {}
- //! How the relative transformation of the bone is used
- virtual void setSkinningSpace(E_BONE_SKINNING_SPACE space) = 0;
- //! How the relative transformation of the bone is used
- virtual E_BONE_SKINNING_SPACE getSkinningSpace() const = 0;
- //! Updates the absolute position based on the relative and the parents position
- virtual void updateAbsolutePositionOfAllChildren() = 0;
- s32 positionHint;
- s32 scaleHint;
- s32 rotationHint;
- };
- } // end namespace scene
- } // end namespace irr
|