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luanti/irr/include/IAnimatedMeshSceneNode.h
Lars Müller fde6384a09
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`
2025-06-01 23:21:35 +02:00

136 lines
5.1 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "ISceneNode.h"
#include "IBoneSceneNode.h"
#include "IAnimatedMesh.h"
namespace irr
{
namespace scene
{
class IAnimatedMeshSceneNode;
//! Scene node capable of displaying an animated mesh.
class IAnimatedMeshSceneNode : public ISceneNode
{
public:
//! Constructor
IAnimatedMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
const core::vector3df &position = core::vector3df(0, 0, 0),
const core::vector3df &rotation = core::vector3df(0, 0, 0),
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) :
ISceneNode(parent, mgr, id, position, rotation, scale) {}
//! Destructor
virtual ~IAnimatedMeshSceneNode() {}
//! Sets the current frame number.
/** From now on the animation is played from this frame.
\param frame: Number of the frame to let the animation be started from.
The frame number must be a valid frame number of the IMesh used by this
scene node. Set IAnimatedMesh::getMesh() for details. */
virtual void setCurrentFrame(f32 frame) = 0;
//! Sets the frame numbers between the animation is looped.
/** The default is 0 to getMaxFrameNumber() of the mesh.
Number of played frames is end-start.
It interpolates toward the last frame but stops when it is reached.
It does not interpolate back to start even when looping.
Looping animations should ensure last and first frame-key are identical.
\param begin: Start frame number of the loop.
\param end: End frame number of the loop.
\return True if successful, false if not. */
virtual bool setFrameLoop(f32 begin, f32 end) = 0;
//! Sets the speed with which the animation is played.
/** \param framesPerSecond: Frames per second played. */
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
//! Gets the speed with which the animation is played.
/** \return Frames per second played. */
virtual f32 getAnimationSpeed() const = 0;
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
/** With this method it is possible to attach scene nodes to
joints for example possible to attach a weapon to the left hand
of an animated model. This example shows how:
\code
ISceneNode* hand =
yourAnimatedMeshSceneNode->getJointNode("LeftHand");
hand->addChild(weaponSceneNode);
\endcode
Please note that the joint returned by this method may not exist
before this call and the joints in the node were created by it.
\param jointName: Name of the joint.
\return Pointer to the scene node which represents the joint
with the specified name. Returns 0 if the contained mesh is not
an skinned mesh or the name of the joint could not be found. */
virtual IBoneSceneNode *getJointNode(const c8 *jointName) = 0;
//! same as getJointNode(const c8* jointName), but based on id
virtual IBoneSceneNode *getJointNode(u32 jointID) = 0;
//! Gets joint count.
/** \return Amount of joints in the mesh. */
virtual u32 getJointCount() const = 0;
//! Returns the currently displayed frame number.
virtual f32 getFrameNr() const = 0;
//! Returns the current start frame number.
virtual f32 getStartFrame() const = 0;
//! Returns the current end frame number.
virtual f32 getEndFrame() const = 0;
//! Sets looping mode which is on by default.
/** If set to false, animations will not be played looped. */
virtual void setLoopMode(bool playAnimationLooped) = 0;
//! returns the current loop mode
/** When true the animations are played looped */
virtual bool getLoopMode() const = 0;
//! Will be called right after the joints have been animated,
//! but before the transforms have been propagated recursively to children.
virtual void setOnAnimateCallback(
const std::function<void(f32 dtime)> &cb) = 0;
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/** In this way it is possible to change the materials a mesh
causing all mesh scene nodes referencing this mesh to change
too. */
virtual void setReadOnlyMaterials(bool readonly) = 0;
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const = 0;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh *mesh) = 0;
//! Returns the current mesh
virtual IAnimatedMesh *getMesh() = 0;
//! Sets the transition time in seconds
/** Note: You must call animateJoints(), or the mesh will not animate. */
virtual void setTransitionTime(f32 Time) = 0;
//! animates the joints in the mesh based on the current frame.
/** Also takes in to account transitions. */
virtual void animateJoints() = 0;
//! render mesh ignoring its transformation.
/** Culling is unaffected. */
virtual void setRenderFromIdentity(bool On) = 0;
//! Creates a clone of this scene node and its children.
/** \param newParent An optional new parent.
\param newManager An optional new scene manager.
\return The newly created clone of this node. */
virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) = 0;
};
} // end namespace scene
} // end namespace irr