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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2025-06-01 23:21:35 +02:00
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IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr,
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s32 id = -1, u32 boneIndex = 0,
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const std::optional<std::string> &boneName = std::nullopt)
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:
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ISceneNode(parent, mgr, id),
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BoneIndex(boneIndex)
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{
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setName(boneName);
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}
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//! Returns the index of the bone
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u32 getBoneIndex() const
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{
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return BoneIndex;
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32> &getBoundingBox() const override
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{
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return Box;
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}
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const u32 BoneIndex;
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// Bogus box; bone scene nodes are not rendered anyways.
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static constexpr core::aabbox3d<f32> Box = {{0, 0, 0}};
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2024-03-21 20:13:15 +01:00
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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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