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luanti/irr/include/IBoneSceneNode.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

52 lines
1.1 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"
namespace irr
{
namespace scene
{
//! Interface for bones used for skeletal animation.
/** Used with SkinnedMesh and IAnimatedMeshSceneNode. */
class IBoneSceneNode : public ISceneNode
{
public:
IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr,
s32 id = -1, u32 boneIndex = 0,
const std::optional<std::string> &boneName = std::nullopt)
:
ISceneNode(parent, mgr, id),
BoneIndex(boneIndex)
{
setName(boneName);
}
//! Returns the index of the bone
u32 getBoneIndex() const
{
return BoneIndex;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32> &getBoundingBox() const override
{
return Box;
}
const u32 BoneIndex;
// Bogus box; bone scene nodes are not rendered anyways.
static constexpr core::aabbox3d<f32> Box = {{0, 0, 0}};
//! The render method.
/** Does nothing as bones are not visible. */
void render() override {}
};
} // end namespace scene
} // end namespace irr