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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
00183
00184
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 }
00225 }
00226
00227 #endif
00228