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IAnimatedMeshSceneNode.h

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00001 // Copyright (C) 2002-2010 Nikolaus Gebhardt
00002 // This file is part of the "Irrlicht Engine".
00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
00004 
00005 #ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
00006 #define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
00007 
00008 #include "ISceneNode.h"
00009 #include "IBoneSceneNode.h"
00010 #include "IAnimatedMeshMD2.h"
00011 #include "IAnimatedMeshMD3.h"
00012 
00013 namespace irr
00014 {
00015 namespace scene
00016 {
00017         class IShadowVolumeSceneNode;
00018 
00019         enum E_JOINT_UPDATE_ON_RENDER
00020         {
00022                 EJUOR_NONE = 0,
00023 
00025                 EJUOR_READ,
00026 
00028                 EJUOR_CONTROL
00029         };
00030 
00031 
00032         class IAnimatedMeshSceneNode;
00033 
00035 
00039         class IAnimationEndCallBack : public virtual IReferenceCounted
00040         {
00041         public:
00042 
00044 
00047                 virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
00048         };
00049 
00051 
00053         class IAnimatedMeshSceneNode : public ISceneNode
00054         {
00055         public:
00056 
00058                 IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
00059                         const core::vector3df& position = core::vector3df(0,0,0),
00060                         const core::vector3df& rotation = core::vector3df(0,0,0),
00061                         const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
00062                         : ISceneNode(parent, mgr, id, position, rotation, scale) {}
00063 
00065                 virtual ~IAnimatedMeshSceneNode() {}
00066 
00068 
00072                 virtual void setCurrentFrame(f32 frame) = 0;
00073 
00075 
00079                 virtual bool setFrameLoop(s32 begin, s32 end) = 0;
00080 
00082 
00083                 virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
00084 
00086 
00087                 virtual f32 getAnimationSpeed() const =0;
00088 
00090 
00105                 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
00106                         s32 id=-1, bool zfailmethod=true, f32 infinity=10000.0f) = 0;
00107 
00108 
00110 
00124                 virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
00125 
00127                 virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
00128 
00130 
00131                 virtual u32 getJointCount() const = 0;
00132 
00134                 virtual ISceneNode* getMS3DJointNode(const c8* jointName) = 0;
00135 
00137                 virtual ISceneNode* getXJointNode(const c8* jointName) = 0;
00138 
00140 
00147                 virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
00148 
00150 
00162                 virtual bool setMD2Animation(const c8* animationName) = 0;
00163 
00165                 virtual f32 getFrameNr() const = 0;
00167                 virtual s32 getStartFrame() const = 0;
00169                 virtual s32 getEndFrame() const = 0;
00170 
00172 
00173                 virtual void setLoopMode(bool playAnimationLooped) = 0;
00174 
00176 
00179                 virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
00180 
00182                 /* In this way it is possible to change the materials a mesh
00183                 causing all mesh scene nodes referencing this mesh to change
00184                 too. */
00185                 virtual void setReadOnlyMaterials(bool readonly) = 0;
00186 
00188                 virtual bool isReadOnlyMaterials() const = 0;
00189 
00191                 virtual void setMesh(IAnimatedMesh* mesh) = 0;
00192 
00194                 virtual IAnimatedMesh* getMesh(void) = 0;
00195 
00197                 virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
00198 
00200                 virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
00201 
00203 
00206                 virtual void setTransitionTime(f32 Time) =0;
00207 
00209 
00210                 virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
00211 
00213 
00214                 virtual void setRenderFromIdentity( bool On )=0;
00215 
00217 
00220                 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
00221 
00222         };
00223 
00224 } // end namespace scene
00225 } // end namespace irr
00226 
00227 #endif
00228 

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The Irrlicht Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Sun Oct 24 12:41:56 2010 by Doxygen (1.6.2)