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Refactor: Merge [IC]SkinnedMesh
into SkinnedMesh
(#15511)
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18 changed files with 326 additions and 646 deletions
339
irr/include/SkinnedMesh.h
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339
irr/include/SkinnedMesh.h
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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 "IAnimatedMesh.h"
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#include "ISceneManager.h"
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#include "SMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "quaternion.h"
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#include <optional>
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#include <string>
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namespace irr
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{
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namespace scene
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{
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enum E_INTERPOLATION_MODE
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{
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// constant does use the current key-values without interpolation
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EIM_CONSTANT = 0,
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// linear interpolation
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EIM_LINEAR,
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//! count of all available interpolation modes
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EIM_COUNT
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};
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class IAnimatedMeshSceneNode;
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class IBoneSceneNode;
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class ISceneManager;
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class SkinnedMesh : public IAnimatedMesh
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{
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public:
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//! constructor
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SkinnedMesh();
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//! destructor
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virtual ~SkinnedMesh();
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//! If the duration is 0, it is a static (=non animated) mesh.
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f32 getMaxFrameNumber() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 getAnimationSpeed() const override;
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh for the given frame
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IMesh *getMesh(f32) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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void animateMesh(f32 frame, f32 blend);
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//! Performs a software skin on this mesh based of joint positions
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void skinMesh();
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override;
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//! returns pointer to a mesh buffer
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IMeshBuffer *getMeshBuffer(u32 nr) const override;
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
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u32 getTextureSlot(u32 meshbufNr) const override;
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void setTextureSlot(u32 meshbufNr, u32 textureSlot);
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32> &getBoundingBox() const override;
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override;
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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//! flags the meshbuffer as changed, reloads hardware buffers
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void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE getMeshType() const override;
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//! Gets joint count.
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u32 getJointCount() const;
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//! Gets the name of a joint.
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/** \param number: Zero based index of joint.
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\return Name of joint and null if an error happened. */
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const std::optional<std::string> &getJointName(u32 number) const;
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//! Gets a joint number from its name
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/** \param name: Name of the joint.
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\return Number of the joint or std::nullopt if not found. */
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std::optional<u32> getJointNumber(const std::string &name) const;
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//! Update Normals when Animating
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/** \param on If false don't animate, which is faster.
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Else update normals, which allows for proper lighting of
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animated meshes. */
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void updateNormalsWhenAnimating(bool on);
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//! Sets Interpolation Mode
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void setInterpolationMode(E_INTERPOLATION_MODE mode);
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//! converts the vertex type of all meshbuffers to tangents.
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/** E.g. used for bump mapping. */
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void convertMeshToTangents();
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//! Does the mesh have no animation
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bool isStatic() const;
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//! Allows to enable hardware skinning.
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/* This feature is not implemented in Irrlicht yet */
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bool setHardwareSkinning(bool on);
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//! Refreshes vertex data cached in joints such as positions and normals
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void refreshJointCache();
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//! Moves the mesh into static position.
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void resetAnimation();
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virtual void updateBoundingBox();
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Transfers the joint data to the mesh
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void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Transfers the joint hints to the mesh
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void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Creates an array of joints from this mesh as children of node
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void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
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IAnimatedMeshSceneNode *node,
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ISceneManager *smgr);
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//! A vertex weight
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struct SWeight
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{
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//! Index of the mesh buffer
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u16 buffer_id; // I doubt 32bits is needed
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//! Index of the vertex
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u32 vertex_id; // Store global ID here
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//! Weight Strength/Percentage (0-1)
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f32 strength;
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private:
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//! Internal members used by SkinnedMesh
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friend class SkinnedMesh;
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char *Moved;
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core::vector3df StaticPos;
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core::vector3df StaticNormal;
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};
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//! Animation keyframe which describes a new position
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struct SPositionKey
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{
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f32 frame;
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core::vector3df position;
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};
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//! Animation keyframe which describes a new scale
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struct SScaleKey
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{
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f32 frame;
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core::vector3df scale;
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};
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//! Animation keyframe which describes a new rotation
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struct SRotationKey
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{
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f32 frame;
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core::quaternion rotation;
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};
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//! Joints
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struct SJoint
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{
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SJoint() :
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UseAnimationFrom(0), GlobalSkinningSpace(false),
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positionHint(-1), scaleHint(-1), rotationHint(-1)
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{
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}
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//! The name of this joint
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std::optional<std::string> Name;
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//! Local matrix of this joint
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core::matrix4 LocalMatrix;
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//! List of child joints
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core::array<SJoint *> Children;
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//! List of attached meshes
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core::array<u32> AttachedMeshes;
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//! Animation keys causing translation change
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core::array<SPositionKey> PositionKeys;
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//! Animation keys causing scale change
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core::array<SScaleKey> ScaleKeys;
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//! Animation keys causing rotation change
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core::array<SRotationKey> RotationKeys;
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//! Skin weights
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core::array<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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//! These should be set by loaders.
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core::vector3df Animatedposition;
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core::vector3df Animatedscale;
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core::quaternion Animatedrotation;
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// The .x and .gltf formats pre-calculate this
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std::optional<core::matrix4> GlobalInversedMatrix;
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private:
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//! Internal members used by SkinnedMesh
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friend class SkinnedMesh;
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SJoint *UseAnimationFrom;
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bool GlobalSkinningSpace;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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};
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// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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// these functions will use the needed arrays, set values, etc to help the loaders
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//! exposed for loaders to add mesh buffers
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core::array<SSkinMeshBuffer *> &getMeshBuffers();
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//! alternative method for adding joints
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core::array<SJoint *> &getAllJoints();
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//! alternative method for reading joints
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const core::array<SJoint *> &getAllJoints() const;
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//! loaders should call this after populating the mesh
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void finalize();
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//! Adds a new meshbuffer to the mesh, access it as last one
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SSkinMeshBuffer *addMeshBuffer();
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//! Adds a new meshbuffer to the mesh, access it as last one
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void addMeshBuffer(SSkinMeshBuffer *meshbuf);
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//! Adds a new joint to the mesh, access it as last one
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SJoint *addJoint(SJoint *parent = 0);
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//! Adds a new position key to the mesh, access it as last one
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SPositionKey *addPositionKey(SJoint *joint);
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//! Adds a new rotation key to the mesh, access it as last one
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SRotationKey *addRotationKey(SJoint *joint);
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//! Adds a new scale key to the mesh, access it as last one
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SScaleKey *addScaleKey(SJoint *joint);
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//! Adds a new weight to the mesh, access it as last one
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SWeight *addWeight(SJoint *joint);
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private:
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void checkForAnimation();
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void normalizeWeights();
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void buildAllLocalAnimatedMatrices();
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void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
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void getFrameData(f32 frame, SJoint *Node,
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core::vector3df &position, s32 &positionHint,
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core::vector3df &scale, s32 &scaleHint,
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core::quaternion &rotation, s32 &rotationHint);
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void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
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void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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void calculateTangents(core::vector3df &normal,
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core::vector3df &tangent, core::vector3df &binormal,
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const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
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core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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core::array<SSkinMeshBuffer *> LocalBuffers;
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//! Mapping from meshbuffer number to bindable texture slot
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std::vector<u32> TextureSlots;
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core::array<SJoint *> AllJoints;
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core::array<SJoint *> RootJoints;
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// bool can't be used here because std::vector<bool>
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// doesn't allow taking a reference to individual elements.
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core::array<core::array<char>> Vertices_Moved;
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core::aabbox3d<f32> BoundingBox;
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f32 EndFrame;
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f32 FramesPerSecond;
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f32 LastAnimatedFrame;
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bool SkinnedLastFrame;
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E_INTERPOLATION_MODE InterpolationMode : 8;
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bool HasAnimation;
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bool PreparedForSkinning;
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bool AnimateNormals;
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bool HardwareSkinning;
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};
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} // end namespace scene
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} // end namespace irr
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