Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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IAnimatedMeshSceneNode.hpp
1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in nirtcpp/nirtcpp.hpp
4
5#ifndef NIRT_I_ANIMATED_MESH_SCENE_NODE_HPP_INCLUDED
6#define NIRT_I_ANIMATED_MESH_SCENE_NODE_HPP_INCLUDED
7
8#include <nirtcpp/core/engine/ISceneNode.hpp>
9#include <nirtcpp/core/engine/IBoneSceneNode.hpp>
10#include <nirtcpp/core/engine/IAnimatedMeshMD2.hpp>
11#include <nirtcpp/core/engine/IAnimatedMeshMD3.hpp>
12
13namespace nirt
14{
15namespace scene
16{
17 class IShadowVolumeSceneNode;
18
30
31
32 class IAnimatedMeshSceneNode;
33
35
40 {
41 public:
42
44
47 virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
48 };
49
52 {
53 public:
54
57 const core::vector3df& position = core::vector3df(0,0,0),
58 const core::vector3df& rotation = core::vector3df(0,0,0),
59 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
60 : ISceneNode(parent, mgr, id, position, rotation, scale) {}
61
64
66
70 virtual void setCurrentFrame(f32 frame) = 0;
71
73
81 virtual bool setFrameLoop(s32 begin, s32 end) = 0;
82
84
85 virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
86
88
89 virtual f32 getAnimationSpeed() const =0;
90
114 s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
115
117
131 virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
132
134 virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
135
137
138 virtual u32 getJointCount() const = 0;
139
141
148 virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
149
151
163 virtual bool setMD2Animation(const c8* animationName) = 0;
164
166 virtual f32 getFrameNr() const = 0;
168 virtual s32 getStartFrame() const = 0;
170 virtual s32 getEndFrame() const = 0;
171
173
174 virtual void setLoopMode(bool playAnimationLooped) = 0;
175
177
178 virtual bool getLoopMode() const = 0;
179
181
184 virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
185
187
190 virtual void setReadOnlyMaterials(bool readonly) = 0;
191
193 virtual bool isReadOnlyMaterials() const = 0;
194
196 virtual void setMesh(IAnimatedMesh* mesh) = 0;
197
199 virtual IAnimatedMesh* getMesh(void) = 0;
200
202 virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
203
206
208
211 virtual void setTransitionTime(f32 Time) =0;
212
214
215 virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
216
218
219 virtual void setRenderFromIdentity( bool On )=0;
220
222
225 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
226
227 };
228
229} // end namespace scene
230} // end namespace nirt
231
232#endif
Base class of most objects of the Nirtcpp Engine.
Definition IReferenceCounted.hpp:46
Axis aligned bounding box in 3d dimensional space.
Definition aabbox3d.hpp:22
Scene node capable of displaying an animated mesh.
Definition IAnimatedMeshSceneNode.hpp:52
virtual void setAnimationEndCallback(IAnimationEndCallBack *callback=0)=0
Sets a callback interface which will be called if an animation playback has ended.
virtual bool getLoopMode() const =0
returns the current loop mode
virtual void setReadOnlyMaterials(bool readonly)=0
Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
virtual bool setMD2Animation(const c8 *animationName)=0
Starts a special MD2 animation.
virtual s32 getEndFrame() const =0
Returns the current end frame number.
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim)=0
Starts a default MD2 animation.
virtual IBoneSceneNode * getJointNode(const c8 *jointName)=0
Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
virtual void setRenderFromIdentity(bool On)=0
render mesh ignoring its transformation.
virtual s32 getStartFrame() const =0
Returns the current start frame number.
virtual void animateJoints(bool CalculateAbsolutePositions=true)=0
animates the joints in the mesh based on the current frame.
virtual f32 getFrameNr() const =0
Returns the currently displayed frame number.
virtual void setTransitionTime(f32 Time)=0
Sets the transition time in seconds.
virtual IBoneSceneNode * getJointNode(u32 jointID)=0
same as getJointNode(const c8* jointName), but based on id
virtual ~IAnimatedMeshSceneNode()
Destructor.
Definition IAnimatedMeshSceneNode.hpp:63
virtual u32 getJointCount() const =0
Gets joint count.
virtual bool setFrameLoop(s32 begin, s32 end)=0
Sets the frame numbers between the animation is looped.
virtual ISceneNode * clone(ISceneNode *newParent=0, ISceneManager *newManager=0)=0
Creates a clone of this scene node and its children.
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0
Set how the joints should be updated on render.
virtual const SMD3QuaternionTag * getMD3TagTransformation(const core::stringc &tagname)=0
Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetrans...
virtual void setCurrentFrame(f32 frame)=0
Sets the current frame number.
virtual bool isReadOnlyMaterials() const =0
Returns if the scene node should not copy the materials of the mesh but use them in a read only style...
virtual f32 getAnimationSpeed() const =0
Gets the speed with which the animation is played.
virtual IAnimatedMesh * getMesh(void)=0
Returns the current mesh.
virtual void setMesh(IAnimatedMesh *mesh)=0
Sets a new mesh.
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))
Constructor.
Definition IAnimatedMeshSceneNode.hpp:56
virtual IShadowVolumeSceneNode * addShadowVolumeSceneNode(const IMesh *shadowMesh=0, s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f)=0
virtual void setLoopMode(bool playAnimationLooped)=0
Sets looping mode which is on by default.
virtual void setAnimationSpeed(f32 framesPerSecond)=0
Sets the speed with which the animation is played.
Interface for an animated mesh.
Definition IAnimatedMesh.hpp:21
Callback interface for catching events of ended animations.
Definition IAnimatedMeshSceneNode.hpp:40
virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node)=0
Will be called when the animation playback has ended.
Interface for bones used for skeletal animation.
Definition IBoneSceneNode.hpp:56
Class which holds the geometry of an object.
Definition IMesh.hpp:72
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
Definition ISceneManager.hpp:160
Scene node interface.
Definition ISceneNode.hpp:43
Scene node for rendering a shadow volume into a stencil buffer.
Definition IShadowVolumeSceneNode.hpp:34
hold a tag info for connecting meshes
Definition IAnimatedMeshMD3.hpp:160
EMD2_ANIMATION_TYPE
Types of standard md2 animations.
Definition IAnimatedMeshMD2.hpp:17
E_JOINT_UPDATE_ON_RENDER
Definition IAnimatedMeshSceneNode.hpp:20
@ EJUOR_NONE
do nothing
Definition IAnimatedMeshSceneNode.hpp:22
@ EJUOR_CONTROL
control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
Definition IAnimatedMeshSceneNode.hpp:28
@ EJUOR_READ
get joints positions from the mesh (for attached nodes, etc)
Definition IAnimatedMeshSceneNode.hpp:25
As of Nirtcpp 1.6, position2d is a synonym for vector2d.
Definition vector3d.hpp:11
signed int s32
32 bit signed variable.
Definition irrTypes.hpp:72
unsigned int u32
32 bit unsigned variable.
Definition irrTypes.hpp:64
char c8
8 bit character variable.
Definition irrTypes.hpp:37
float f32
32 bit floating point variable.
Definition irrTypes.hpp:110

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