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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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@ -12,35 +12,8 @@ namespace irr
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{
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namespace scene
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{
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enum E_JOINT_UPDATE_ON_RENDER
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{
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//! do nothing
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EJUOR_NONE = 0,
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//! get joints positions from the mesh (for attached nodes, etc)
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EJUOR_READ,
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//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
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EJUOR_CONTROL
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};
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class IAnimatedMeshSceneNode;
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//! Callback interface for catching events of ended animations.
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/** Implement this interface and use
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IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
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be notified if an animation playback has ended.
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**/
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class IAnimationEndCallBack : public virtual IReferenceCounted
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{
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public:
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//! Will be called when the animation playback has ended.
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/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
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more information.
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\param node: Node of which the animation has ended. */
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virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node) = 0;
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};
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//! Scene node capable of displaying an animated mesh.
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class IAnimatedMeshSceneNode : public ISceneNode
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{
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@ -120,11 +93,10 @@ public:
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/** When true the animations are played looped */
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virtual bool getLoopMode() const = 0;
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//! Sets a callback interface which will be called if an animation playback has ended.
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/** Set this to 0 to disable the callback again.
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Please note that this will only be called when in non looped
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mode, see IAnimatedMeshSceneNode::setLoopMode(). */
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virtual void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) = 0;
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//! Will be called right after the joints have been animated,
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//! but before the transforms have been propagated recursively to children.
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virtual void setOnAnimateCallback(
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const std::function<void(f32 dtime)> &cb) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/** In this way it is possible to change the materials a mesh
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@ -139,20 +111,15 @@ public:
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virtual void setMesh(IAnimatedMesh *mesh) = 0;
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//! Returns the current mesh
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virtual IAnimatedMesh *getMesh(void) = 0;
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//! Set how the joints should be updated on render
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virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) = 0;
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virtual IAnimatedMesh *getMesh() = 0;
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//! Sets the transition time in seconds
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/** Note: This needs to enable joints, and setJointmode set to
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EJUOR_CONTROL. You must call animateJoints(), or the mesh will
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not animate. */
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/** Note: You must call animateJoints(), or the mesh will not animate. */
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virtual void setTransitionTime(f32 Time) = 0;
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//! animates the joints in the mesh based on the current frame.
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/** Also takes in to account transitions. */
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virtual void animateJoints(bool CalculateAbsolutePositions = true) = 0;
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virtual void animateJoints() = 0;
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//! render mesh ignoring its transformation.
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/** Culling is unaffected. */
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