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 irrlicht.h
4 
5 #ifndef __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
6 #define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
7 
8 #include "IAnimatedMeshSceneNode.h"
9 #include "IAnimatedMesh.h"
10 
11 #include "matrix4.h"
12 
13 
14 namespace irr
15 {
16 namespace scene
17 {
18 	class IDummyTransformationSceneNode;
19 
20 	class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
21 	{
22 	private:
23 		core::array<u32> m_animation_set;
24 	public:
25 
26 		//! constructor
27 		CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr,	s32 id,
28 			const core::vector3df& position = core::vector3df(0,0,0),
29 			const core::vector3df& rotation = core::vector3df(0,0,0),
30 			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
31 
32 		//! destructor
33 		virtual ~CAnimatedMeshSceneNode();
34 
35 		//! sets the current frame. from now on the animation is played from this frame.
36 		virtual void setCurrentFrame(f32 frame);
37 
38 		//! frame
39 		virtual void OnRegisterSceneNode();
40 
41 		//! OnAnimate() is called just before rendering the whole scene.
42 		virtual void OnAnimate(u32 timeMs);
43 
44 		//! renders the node.
45 		virtual void render();
46 
47 		//! returns the axis aligned bounding box of this node
48 		virtual const core::aabbox3d<f32>& getBoundingBox() const;
49 
50 		//! sets the frames between the animation is looped.
51 		//! the default is 0 - MaximalFrameCount of the mesh.
52 		virtual bool setFrameLoop(s32 begin, s32 end);
53 
54 		//! Sets looping mode which is on by default. If set to false,
55 		//! animations will not be looped.
56 		virtual void setLoopMode(bool playAnimationLooped);
57 
58 		//! returns the current loop mode
59 		virtual bool getLoopMode() const;
60 
61 		//! Sets a callback interface which will be called if an animation
62 		//! playback has ended. Set this to 0 to disable the callback again.
63 		virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0);
64 
65 		//! sets the speed with which the animation is played
66 		virtual void setAnimationSpeed(f32 framesPerSecond);
67 
68 		//! gets the speed with which the animation is played
69 		virtual f32 getAnimationSpeed() const;
70 
71 		//! Sets the animation strength (how important the animation is)
72 		/** \param strength: The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
73 		virtual void setAnimationStrength(f32 strength);
74 
75 		//! Gets the animation strength (how important the animation is)
76 		/** \return The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
77 		virtual f32 getAnimationStrength() const;
78 
79 		//! returns the material based on the zero based index i. To get the amount
80 		//! of materials used by this scene node, use getMaterialCount().
81 		//! This function is needed for inserting the node into the scene hirachy on a
82 		//! optimal position for minimizing renderstate changes, but can also be used
83 		//! to directly modify the material of a scene node.
84 		virtual video::SMaterial& getMaterial(u32 i);
85 
86 		//! returns amount of materials used by this scene node.
87 		virtual u32 getMaterialCount() const;
88 
89 		//! Returns a pointer to a child node, which has the same transformation as
90 		//! the corrsesponding joint, if the mesh in this scene node is a skinned mesh.
91 		virtual IBoneSceneNode* getJointNode(const c8* jointName);
92 
93 		//! same as getJointNode(const c8* jointName), but based on id
94 		virtual IBoneSceneNode* getJointNode(u32 jointID);
95 
96 		//! Gets joint count.
97 		virtual u32 getJointCount() const;
98 
99 		//! Deprecated command, please use getJointNode.
100 		virtual ISceneNode* getMS3DJointNode(const c8* jointName);
101 
102 		//! Deprecated command, please use getJointNode.
103 		virtual ISceneNode* getXJointNode(const c8* jointName);
104 
105 		//! Removes a child from this scene node.
106 		//! Implemented here, to be able to remove the shadow properly, if there is one,
107 		//! or to remove attached childs.
108 		virtual bool removeChild(ISceneNode* child);
109 
110 		//! Returns the current displayed frame number.
111 		virtual f32 getFrameNr() const;
112 		//! Returns the current start frame number.
113 		virtual s32 getStartFrame() const;
114 		//! Returns the current end frame number.
115 		virtual s32 getEndFrame() const;
116 
117 		//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
118 		/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
119 		referencing this mesh to change too. */
120 		virtual void setReadOnlyMaterials(bool readonly);
121 
122 		//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
123 		virtual bool isReadOnlyMaterials() const;
124 
125 		//! Sets a new mesh
126 		virtual void setMesh(IAnimatedMesh* mesh);
127 
128 		//! Returns the current mesh
getMesh(void)129 		virtual IAnimatedMesh* getMesh(void) { return Mesh; }
130 
131 		//! Writes attributes of the scene node.
132 		virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
133 
134 		//! Reads attributes of the scene node.
135 		virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
136 
137 		//! Returns type of the scene node
getType()138 		virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; }
139 
140 		//! updates the absolute position based on the relative and the parents position
141 		virtual void updateAbsolutePosition();
142 
143 
144 		//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
145 		virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode);
146 
147 		//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
148 		//! you must call animateJoints(), or the mesh will not animate
149 		virtual void setTransitionTime(f32 Time);
150 
151 		//! updates the joint positions of this mesh
152 		virtual void animateJoints(bool CalculateAbsolutePositions=true);
153 
154 		//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
155 		virtual void setRenderFromIdentity( bool On );
156 
157 		//! Creates a clone of this scene node and its children.
158 		/** \param newParent An optional new parent.
159 		\param newManager An optional new scene manager.
160 		\return The newly created clone of this node. */
161 		virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
162 
getAnimationSetNum()163 		virtual u32 getAnimationSetNum() { return m_animation_set.size() / 2; }
164 		virtual s32 getAnimationSet() const;
addAnimationSet(u32 start,u32 end)165 		virtual void addAnimationSet(u32 start, u32 end)
166 		{
167 			m_animation_set.push_back(start);
168 			m_animation_set.push_back(end);
169 		}
removeAllAnimationSet()170 		virtual void removeAllAnimationSet() { m_animation_set.clear(); }
171 		virtual void useAnimationSet(u32 set_num);
172 		virtual void setFrameLoopOnce(s32 begin, s32 end);
getAnimationSetFrames()173 		virtual core::array<u32>& getAnimationSetFrames() { return m_animation_set; }
174 	protected:
175 
176 		//! Get a static mesh for the current frame of this animated mesh
177 		virtual IMesh* getMeshForCurrentFrame();
178 
179 		void buildFrameNr(u32 timeMs);
180 		virtual void checkJoints();
181 		void beginTransition();
182 
183 		core::array<video::SMaterial> Materials;
184 		core::aabbox3d<f32> Box;
185 		IAnimatedMesh* Mesh;
186 
187 		s32 StartFrame;
188 		s32 EndFrame;
189 		f32 FramesPerSecond;
190 		f32 CurrentFrameNr;
191 
192 		f32 AnimationStrength;
193 
194 		u32 LastTimeMs;
195 		u32 TransitionTime; //Transition time in millisecs
196 		f32 Transiting; //is mesh transiting (plus cache of TransitionTime)
197 		f32 TransitingBlend; //0-1, calculated on buildFrameNr
198 
199 		//0-unused, 1-get joints only, 2-set joints only, 3-move and set
200 		E_JOINT_UPDATE_ON_RENDER JointMode;
201 		bool JointsUsed;
202 
203 		bool Looping;
204 		bool ReadOnlyMaterials;
205 		bool RenderFromIdentity;
206 
207 		IAnimationEndCallBack* LoopCallBack;
208 		s32 PassCount;
209 
210 		core::array<IBoneSceneNode* > JointChildSceneNodes;
211 		core::array<core::matrix4> PretransitingSave;
212 	};
213 
214 } // end namespace scene
215 } // end namespace irr
216 
217 #endif
218 
219