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