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irr::scene::ISkinnedMesh Class Reference

Interface for using some special functions of Skinned meshes. More...

#include <ISkinnedMesh.h>

Inheritance diagram for irr::scene::ISkinnedMesh:
irr::scene::IAnimatedMesh irr::scene::IMesh irr::IReferenceCounted

List of all members.

Classes

struct  SJoint
 Joints. More...
struct  SPositionKey
 Animation keyframe which describes a new position. More...
struct  SRotationKey
 Animation keyframe which describes a new rotation. More...
struct  SScaleKey
 Animation keyframe which describes a new scale. More...
struct  SWeight
 A vertex weight. More...

Public Member Functions

virtual SJointaddJoint (SJoint *parent=0)=0
 Adds a new joint to the mesh, access it as last one.
virtual SSkinMeshBufferaddMeshBuffer ()=0
 Adds a new meshbuffer to the mesh, access it as last one.
virtual SPositionKeyaddPositionKey (SJoint *joint)=0
 Adds a new position key to the mesh, access it as last one.
virtual SRotationKeyaddRotationKey (SJoint *joint)=0
 Adds a new rotation key to the mesh, access it as last one.
virtual SScaleKeyaddScaleKey (SJoint *joint)=0
 Adds a new scale key to the mesh, access it as last one.
virtual SWeightaddWeight (SJoint *joint)=0
 Adds a new weight to the mesh, access it as last one.
virtual void animateMesh (f32 frame, f32 blend)=0
 Animates this mesh's joints based on frame input.
virtual void convertMeshToTangents ()=0
 converts the vertex type of all meshbuffers to tangents.
virtual void finalize ()=0
 loaders should call this after populating the mesh
virtual const core::array
< SJoint * > & 
getAllJoints () const =0
 exposed for loaders: joints list
virtual core::array< SJoint * > & getAllJoints ()=0
 exposed for loaders: joints list
virtual u32 getJointCount () const =0
 Gets joint count.
virtual const c8getJointName (u32 number) const =0
 Gets the name of a joint.
virtual s32 getJointNumber (const c8 *name) const =0
 Gets a joint number from its name.
virtual core::array
< SSkinMeshBuffer * > & 
getMeshBuffers ()=0
 exposed for loaders: to add mesh buffers
virtual bool isStatic ()=0
 Check if the mesh is non-animated.
virtual bool setHardwareSkinning (bool on)=0
 Allows to enable hardware skinning.
virtual void setInterpolationMode (E_INTERPOLATION_MODE mode)=0
 Sets Interpolation Mode.
virtual void skinMesh ()=0
 Preforms a software skin on this mesh based of joint positions.
virtual void updateNormalsWhenAnimating (bool on)=0
 Update Normals when Animating.
virtual bool useAnimationFrom (const ISkinnedMesh *mesh)=0
 Use animation from another mesh.

Detailed Description

Interface for using some special functions of Skinned meshes.

Definition at line 32 of file ISkinnedMesh.h.


Member Function Documentation

virtual SJoint* irr::scene::ISkinnedMesh::addJoint ( SJoint parent = 0  )  [pure virtual]

Adds a new joint to the mesh, access it as last one.

virtual SSkinMeshBuffer* irr::scene::ISkinnedMesh::addMeshBuffer (  )  [pure virtual]

Adds a new meshbuffer to the mesh, access it as last one.

virtual SPositionKey* irr::scene::ISkinnedMesh::addPositionKey ( SJoint joint  )  [pure virtual]

Adds a new position key to the mesh, access it as last one.

virtual SRotationKey* irr::scene::ISkinnedMesh::addRotationKey ( SJoint joint  )  [pure virtual]

Adds a new rotation key to the mesh, access it as last one.

virtual SScaleKey* irr::scene::ISkinnedMesh::addScaleKey ( SJoint joint  )  [pure virtual]

Adds a new scale key to the mesh, access it as last one.

virtual SWeight* irr::scene::ISkinnedMesh::addWeight ( SJoint joint  )  [pure virtual]

Adds a new weight to the mesh, access it as last one.

virtual void irr::scene::ISkinnedMesh::animateMesh ( f32  frame,
f32  blend 
) [pure virtual]

Animates this mesh's joints based on frame input.

virtual void irr::scene::ISkinnedMesh::convertMeshToTangents (  )  [pure virtual]

converts the vertex type of all meshbuffers to tangents.

E.g. used for bump mapping.

virtual void irr::scene::ISkinnedMesh::finalize (  )  [pure virtual]

loaders should call this after populating the mesh

virtual const core::array<SJoint*>& irr::scene::ISkinnedMesh::getAllJoints (  )  const [pure virtual]

exposed for loaders: joints list

virtual core::array<SJoint*>& irr::scene::ISkinnedMesh::getAllJoints (  )  [pure virtual]

exposed for loaders: joints list

virtual u32 irr::scene::ISkinnedMesh::getJointCount (  )  const [pure virtual]

Gets joint count.

Returns:
Amount of joints in the skeletal animated mesh.
virtual const c8* irr::scene::ISkinnedMesh::getJointName ( u32  number  )  const [pure virtual]

Gets the name of a joint.

Parameters:
number,: Zero based index of joint. The last joint has the number getJointCount()-1;
Returns:
Name of joint and null if an error happened.
virtual s32 irr::scene::ISkinnedMesh::getJointNumber ( const c8 name  )  const [pure virtual]

Gets a joint number from its name.

Parameters:
name,: Name of the joint.
Returns:
Number of the joint or -1 if not found.
virtual core::array<SSkinMeshBuffer*>& irr::scene::ISkinnedMesh::getMeshBuffers (  )  [pure virtual]

exposed for loaders: to add mesh buffers

virtual bool irr::scene::ISkinnedMesh::isStatic (  )  [pure virtual]

Check if the mesh is non-animated.

virtual bool irr::scene::ISkinnedMesh::setHardwareSkinning ( bool  on  )  [pure virtual]

Allows to enable hardware skinning.

virtual void irr::scene::ISkinnedMesh::setInterpolationMode ( E_INTERPOLATION_MODE  mode  )  [pure virtual]

Sets Interpolation Mode.

virtual void irr::scene::ISkinnedMesh::skinMesh (  )  [pure virtual]

Preforms a software skin on this mesh based of joint positions.

virtual void irr::scene::ISkinnedMesh::updateNormalsWhenAnimating ( bool  on  )  [pure virtual]

Update Normals when Animating.

Parameters:
on If false don't animate, which is faster. Else update normals, which allows for proper lighting of animated meshes.
virtual bool irr::scene::ISkinnedMesh::useAnimationFrom ( const ISkinnedMesh mesh  )  [pure virtual]

Use animation from another mesh.

The animation is linked (not copied) based on joint names so make sure they are unique.

Returns:
True if all joints in this mesh were matched up (empty names will not be matched, and it's case sensitive). Unmatched joints will not be animated.

The documentation for this class was generated from the following file:

The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Sun Oct 24 12:42:08 2010 by Doxygen (1.6.2)