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// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


//New skinned mesh


#ifndef __C_SKINNED_MESH_H_INCLUDED__
#define __C_SKINNED_MESH_H_INCLUDED__

#include "ISkinnedMesh.h"
#include "SMeshBuffer.h"
#include "S3DVertex.h"
#include "irrString.h"
#include "matrix4.h"
#include "quaternion.h"

namespace irr
{
namespace scene
{

	class IAnimatedMeshSceneNode;
	class IBoneSceneNode;

	class CSkinnedMesh: public ISkinnedMesh
	{
	public:

		//! constructor

		CSkinnedMesh();

		//! destructor

		virtual ~CSkinnedMesh();

		//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.

		virtual u32 getFrameCount() const;

		//! Gets the default animation speed of the animated mesh.

		/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
		virtual f32 getAnimationSpeed() const;

		//! Gets the frame count of the animated mesh.

		/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
		The actual speed is set in the scene node the mesh is instantiated in.*/
		virtual void setAnimationSpeed(f32 fps);

		//! returns the animated mesh based on a detail level (which is ignored)

		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);

		//! Animates this mesh's joints based on frame input

		//! blend: {0-old position, 1-New position}

		virtual void animateMesh(f32 frame, f32 blend);

		//! Preforms a software skin on this mesh based of joint positions

		virtual void skinMesh();

		//! returns amount of mesh buffers.

		virtual u32 getMeshBufferCount() const;

		//! returns pointer to a mesh buffer

		virtual IMeshBuffer* getMeshBuffer(u32 nr) const;

		//! Returns pointer to a mesh buffer which fits a material

 		/** \param material: material to search for
		\return Returns the pointer to the mesh buffer or
		NULL if there is no such mesh buffer. */
		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;

		//! returns an axis aligned bounding box

		virtual const core::aabbox3d<f32>& getBoundingBox() const;

		//! set user axis aligned bounding box

		virtual void setBoundingBox( const core::aabbox3df& box);

		//! sets a flag of all contained materials to a new value

		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);

		//! set the hardware mapping hint, for driver

		virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);

		//! flags the meshbuffer as changed, reloads hardware buffers

		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);

		//! Returns the type of the animated mesh.

		virtual E_ANIMATED_MESH_TYPE getMeshType() const;

		//! Gets joint count.

		virtual u32 getJointCount() const;

		//! Gets the name of a joint.

		virtual const c8* getJointName(u32 number) const;

		//! Gets a joint number from its name

		virtual s32 getJointNumber(const c8* name) const;

		//! uses animation from another mesh

		virtual bool useAnimationFrom(const ISkinnedMesh *mesh);

		//! Update Normals when Animating

		//! False= Don't (default)

		//! True = Update normals, slower

		virtual void updateNormalsWhenAnimating(bool on);

		//! Sets Interpolation Mode

		virtual void setInterpolationMode(E_INTERPOLATION_MODE mode);

		//! Convertes the mesh to contain tangent information

		virtual void convertMeshToTangents();

		//! Does the mesh have no animation

		virtual bool isStatic();

		//! (This feature is not implemented in irrlicht yet)

		virtual bool setHardwareSkinning(bool on);

		//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_

		//these functions will use the needed arrays, set values, etc to help the loaders


		//! exposed for loaders to add mesh buffers

		virtual core::array<SSkinMeshBuffer*> &getMeshBuffers();

		//! alternative method for adding joints

		virtual core::array<SJoint*> &getAllJoints();

		//! alternative method for adding joints

		virtual const core::array<SJoint*> &getAllJoints() const;

		//! loaders should call this after populating the mesh

		virtual void finalize();

		//! Adds a new meshbuffer to the mesh, access it as last one

		virtual SSkinMeshBuffer *addMeshBuffer();

		//! Adds a new joint to the mesh, access it as last one

		virtual SJoint *addJoint(SJoint *parent=0);

		//! Adds a new position key to the mesh, access it as last one

		virtual SPositionKey *addPositionKey(SJoint *joint);
		//! Adds a new rotation key to the mesh, access it as last one

		virtual SRotationKey *addRotationKey(SJoint *joint);
		//! Adds a new scale key to the mesh, access it as last one

		virtual SScaleKey *addScaleKey(SJoint *joint);

		//! Adds a new weight to the mesh, access it as last one

		virtual SWeight *addWeight(SJoint *joint);

		virtual void updateBoundingBox(void);

		//! Recovers the joints from the mesh

		void recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes);

		//! Tranfers the joint data to the mesh

		void transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);

		//! Tranfers the joint hints to the mesh

		void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes);

		//! Creates an array of joints from this mesh as children of node

		void addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
				IAnimatedMeshSceneNode* node,
				ISceneManager* smgr);

private:
		void checkForAnimation();

		void normalizeWeights();

		void buildAllLocalAnimatedMatrices();

		void buildAllGlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);

		void getFrameData(f32 frame, SJoint *Node,
				core::vector3df &position, s32 &positionHint,
				core::vector3df &scale, s32 &scaleHint,
				core::quaternion &rotation, s32 &rotationHint);

		void calculateGlobalMatrices(SJoint *Joint,SJoint *ParentJoint);

		void skinJoint(SJoint *Joint, SJoint *ParentJoint);

		void calculateTangents(core::vector3df& normal,
			core::vector3df& tangent, core::vector3df& binormal,
			core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3,
			core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3);

		core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers


		core::array<SSkinMeshBuffer*> LocalBuffers;

		core::array<SJoint*> AllJoints;
		core::array<SJoint*> RootJoints;

		core::array< core::array<bool> > Vertices_Moved;

		core::aabbox3d<f32> BoundingBox;

		f32 AnimationFrames;
		f32 FramesPerSecond;

		f32 LastAnimatedFrame;

		E_INTERPOLATION_MODE InterpolationMode:8;

		bool HasAnimation;
		bool PreparedForSkinning;
		bool AnimateNormals;
		bool HardwareSkinning;
	};

} // end namespace scene

} // end namespace irr


#endif

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