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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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