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IAnimatedMeshSceneNode.h

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00001 // Copyright (C) 2002-2009 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 
00031                 EJUOR_COUNT
00032         };
00033 
00034 
00035         class IAnimatedMeshSceneNode;
00036 
00038 
00042         class IAnimationEndCallBack : public virtual IReferenceCounted
00043         {
00044         public:
00045 
00047 
00050                 virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
00051         };
00052 
00054 
00056         class IAnimatedMeshSceneNode : public ISceneNode
00057         {
00058         public:
00059 
00061                 IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
00062                         const core::vector3df& position = core::vector3df(0,0,0),
00063                         const core::vector3df& rotation = core::vector3df(0,0,0),
00064                         const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
00065                         : ISceneNode(parent, mgr, id, position, rotation, scale) {}
00066 
00068                 virtual ~IAnimatedMeshSceneNode() {}
00069 
00071 
00075                 virtual void setCurrentFrame(f32 frame) = 0;
00076 
00078 
00082                 virtual bool setFrameLoop(s32 begin, s32 end) = 0;
00083 
00085 
00086                 virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
00087 
00089 
00104                 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
00105                         s32 id=-1, bool zfailmethod=true, f32 infinity=10000.0f) = 0;
00106 
00107 
00109 
00123                 virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
00124 
00126                 virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
00127 
00129 
00130                 virtual u32 getJointCount() const = 0;
00131 
00133                 virtual ISceneNode* getMS3DJointNode(const c8* jointName) = 0;
00134 
00136                 virtual ISceneNode* getXJointNode(const c8* jointName) = 0;
00137 
00139 
00146                 virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
00147 
00149 
00161                 virtual bool setMD2Animation(const c8* animationName) = 0;
00162 
00164                 virtual f32 getFrameNr() const = 0;
00166                 virtual s32 getStartFrame() const = 0;
00168                 virtual s32 getEndFrame() const = 0;
00169 
00171 
00172                 virtual void setLoopMode(bool playAnimationLooped) = 0;
00173 
00175 
00178                 virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
00179 
00181                 /* In this way it is possible to change the materials a mesh
00182                 causing all mesh scene nodes referencing this mesh to change
00183                 too. */
00184                 virtual void setReadOnlyMaterials(bool readonly) = 0;
00185 
00187                 virtual bool isReadOnlyMaterials() const = 0;
00188 
00190                 virtual void setMesh(IAnimatedMesh* mesh) = 0;
00191 
00193                 virtual IAnimatedMesh* getMesh(void) = 0;
00194 
00196                 virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
00197 
00199                 virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
00200 
00202 
00205                 virtual void setTransitionTime(f32 Time) =0;
00206 
00208 
00209                 virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
00210 
00212 
00213                 virtual void setRenderFromIdentity( bool On )=0;
00214 
00216 
00219                 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
00220 
00221         };
00222 
00223 } // end namespace scene
00224 } // end namespace irr
00225 
00226 #endif
00227 

The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:03 2010 by Doxygen (1.5.6)