2024-03-21 20:13:15 +01:00
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// Copyright (C) 2002-2012 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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#pragma once
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#include "ISceneNode.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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//! Interface for bones used for skeletal animation.
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2024-12-06 18:03:44 +01:00
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/** Used with SkinnedMesh and IAnimatedMeshSceneNode. */
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2024-03-21 20:13:15 +01:00
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class IBoneSceneNode : public ISceneNode
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{
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public:
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IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id = -1) :
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2025-01-14 18:04:15 +01:00
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ISceneNode(parent, mgr, id) {}
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2024-03-21 20:13:15 +01:00
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//! Get the index of the bone
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virtual u32 getBoneIndex() const = 0;
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//! Get the axis aligned bounding box of this node
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const core::aabbox3d<f32> &getBoundingBox() const override = 0;
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//! Returns the relative transformation of the scene node.
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// virtual core::matrix4 getRelativeTransformation() const = 0;
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//! The render method.
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/** Does nothing as bones are not visible. */
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void render() override {}
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};
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} // end namespace scene
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} // end namespace irr
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