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 __I_SKINNED_MESH_H_INCLUDED__
6 #define __I_SKINNED_MESH_H_INCLUDED__
7 
8 #include "irrArray.h"
9 #include "IBoneSceneNode.h"
10 #include "IAnimatedMesh.h"
11 #include "SSkinMeshBuffer.h"
12 
13 namespace irr
14 {
15 namespace scene
16 {
17 
18 	enum E_INTERPOLATION_MODE
19 	{
20 		// constant does use the current key-values without interpolation
21 		EIM_CONSTANT = 0,
22 
23 		// linear interpolation
24 		EIM_LINEAR,
25 
26 		//! count of all available interpolation modes
27 		EIM_COUNT
28 	};
29 
30 
31 	//! Interface for using some special functions of Skinned meshes
32 	class ISkinnedMesh : public IAnimatedMesh
33 	{
34 	public:
35 
36 		//! Gets joint count.
37 		/** \return Amount of joints in the skeletal animated mesh. */
38 		virtual u32 getJointCount() const = 0;
39 
40 		//! Gets the name of a joint.
41 		/** \param number: Zero based index of joint. The last joint
42 		has the number getJointCount()-1;
43 		\return Name of joint and null if an error happened. */
44 		virtual const c8* getJointName(u32 number) const = 0;
45 
46 		//! Gets a joint number from its name
47 		/** \param name: Name of the joint.
48 		\return Number of the joint or -1 if not found. */
49 		virtual s32 getJointNumber(const c8* name) const = 0;
50 
51 		//! Use animation from another mesh
52 		/** The animation is linked (not copied) based on joint names
53 		so make sure they are unique.
54 		\return True if all joints in this mesh were
55 		matched up (empty names will not be matched, and it's case
56 		sensitive). Unmatched joints will not be animated. */
57 		virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
58 
59 		//! Update Normals when Animating
60 		/** \param on If false don't animate, which is faster.
61 		Else update normals, which allows for proper lighting of
62 		animated meshes. */
63 		virtual void updateNormalsWhenAnimating(bool on) = 0;
64 
65 		//! Sets Interpolation Mode
66 		virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
67 
68 		//! Animates this mesh's joints based on frame input
69 		virtual void animateMesh(f32 frame, f32 blend)=0;
70 
71 		//! Preforms a software skin on this mesh based of joint positions
72 		virtual void skinMesh() = 0;
73 
74 		//! converts the vertex type of all meshbuffers to tangents.
75 		/** E.g. used for bump mapping. */
76 		virtual void convertMeshToTangents() = 0;
77 
78 		//! Allows to enable hardware skinning.
79 		/* This feature is not implementated in Irrlicht yet */
80 		virtual bool setHardwareSkinning(bool on) = 0;
81 
82 		//! A vertex weight
83 		struct SWeight
84 		{
85 			//! Index of the mesh buffer
86 			u16 buffer_id; //I doubt 32bits is needed
87 
88 			//! Index of the vertex
89 			u32 vertex_id; //Store global ID here
90 
91 			//! Weight Strength/Percentage (0-1)
92 			f32 strength;
93 
94 		private:
95 			//! Internal members used by CSkinnedMesh
96 			friend class CSkinnedMesh;
97 			bool *Moved;
98 			core::vector3df StaticPos;
99 			core::vector3df StaticNormal;
100 		};
101 
102 
103 		//! Animation keyframe which describes a new position
104 		struct SPositionKey
105 		{
106 			f32 frame;
107 			core::vector3df position;
108 		};
109 
110 		//! Animation keyframe which describes a new scale
111 		struct SScaleKey
112 		{
113 			f32 frame;
114 			core::vector3df scale;
115 		};
116 
117 		//! Animation keyframe which describes a new rotation
118 		struct SRotationKey
119 		{
120 			f32 frame;
121 			core::quaternion rotation;
122 		};
123 
124 		//! Joints
125 		struct SJoint
126 		{
SJointSJoint127 			SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
128 				positionHint(-1),scaleHint(-1),rotationHint(-1)
129 			{
130 			}
131 
132 			//! The name of this joint
133 			core::stringc Name;
134 
135 			//! Local matrix of this joint
136 			core::matrix4 LocalMatrix;
137 
138 			//! List of child joints
139 			core::array<SJoint*> Children;
140 
141 			//! List of attached meshes
142 			core::array<u32> AttachedMeshes;
143 
144 			//! Animation keys causing translation change
145 			core::array<SPositionKey> PositionKeys;
146 
147 			//! Animation keys causing scale change
148 			core::array<SScaleKey> ScaleKeys;
149 
150 			//! Animation keys causing rotation change
151 			core::array<SRotationKey> RotationKeys;
152 
153 			//! Skin weights
154 			core::array<SWeight> Weights;
155 
156 			//! Unnecessary for loaders, will be overwritten on finalize
157 			core::matrix4 GlobalMatrix;
158 			core::matrix4 GlobalAnimatedMatrix;
159 			core::matrix4 LocalAnimatedMatrix;
160 			core::vector3df Animatedposition;
161 			core::vector3df Animatedscale;
162 			core::quaternion Animatedrotation;
163 
164 			core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
165 
166 		private:
167 			//! Internal members used by CSkinnedMesh
168 			friend class CSkinnedMesh;
169 
170 			SJoint *UseAnimationFrom;
171 			bool GlobalSkinningSpace;
172 
173 			s32 positionHint;
174 			s32 scaleHint;
175 			s32 rotationHint;
176 		};
177 
178 
179 		//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
180 
181 		//these functions will use the needed arrays, set values, etc to help the loaders
182 
183 		//! exposed for loaders: to add mesh buffers
184 		virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
185 
186 		//! exposed for loaders: joints list
187 		virtual core::array<SJoint*>& getAllJoints() = 0;
188 
189 		//! exposed for loaders: joints list
190 		virtual const core::array<SJoint*>& getAllJoints() const = 0;
191 
192 		//! loaders should call this after populating the mesh
193 		virtual void finalize() = 0;
194 
195 		//! Adds a new meshbuffer to the mesh, access it as last one
196 		virtual SSkinMeshBuffer* addMeshBuffer() = 0;
197 
198 		//! Adds a new joint to the mesh, access it as last one
199 		virtual SJoint* addJoint(SJoint *parent=0) = 0;
200 
201 		//! Adds a new weight to the mesh, access it as last one
202 		virtual SWeight* addWeight(SJoint *joint) = 0;
203 
204 		//! Adds a new position key to the mesh, access it as last one
205 		virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
206 		//! Adds a new scale key to the mesh, access it as last one
207 		virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
208 		//! Adds a new rotation key to the mesh, access it as last one
209 		virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
210 
211 		//! Check if the mesh is non-animated
212 		virtual bool isStatic()=0;
213 	};
214 
215 } // end namespace scene
216 } // end namespace irr
217 
218 #endif
219 
220