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Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818) * Fix animation blending (#14817) * Bring back cool guy as another .x smoke test * Add .x mesh loader unittest * Do bounding box & matrix calculation at proper point in time * Remove obsolete `SAnimatedMesh`
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40 changed files with 856 additions and 1388 deletions
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@ -13,8 +13,8 @@ namespace scene
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//! Interface for an animated mesh.
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/** There are already simple implementations of this interface available so
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you don't have to implement this interface on your own if you need to:
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You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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irr::scene::SMeshBuffer etc. */
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You might want to use irr::scene::SMesh, irr::scene::SMeshBuffer etc.
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*/
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class IAnimatedMesh : public IMesh
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{
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public:
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@ -34,22 +34,8 @@ public:
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scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) = 0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number, >= 0, <= getMaxFrameNumber()
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Linear interpolation is used if this is between two frames.
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\return Returns the animated mesh for the given frame */
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virtual IMesh *getMesh(f32 frame) = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not necessary to use this method.
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This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IAnimatedMesh to IAnimatedMeshMD2.
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\returns Type of the mesh. */
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E_ANIMATED_MESH_TYPE getMeshType() const override
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{
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return EAMT_UNKNOWN;
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}
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//! Returns the type of the animated mesh. Useful for safe downcasts.
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E_ANIMATED_MESH_TYPE getMeshType() const = 0;
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};
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} // end namespace scene
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