5 #ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ 6 #define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ 17 class IShadowVolumeSceneNode;
32 class IAnimatedMeshSceneNode;
114 s32 id=-1,
bool zfailmethod=
true,
f32 infinity=1000.0
f) = 0;
174 virtual void setLoopMode(
bool playAnimationLooped) = 0;
215 virtual void animateJoints(
bool CalculateAbsolutePositions=
true) = 0;
virtual void setAnimationEndCallback(IAnimationEndCallBack *callback=0)=0
Sets a callback interface which will be called if an animation playback has ended.
GLenum GLenum GLenum GLenum GLenum scale
virtual u32 getJointCount() const =0
Gets joint count.
virtual void setRenderFromIdentity(bool On)=0
render mesh ignoring its transformation.
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0
Set how the joints should be updated on render.
virtual void setLoopMode(bool playAnimationLooped)=0
Sets looping mode which is on by default.
float f32
32 bit floating point variable.
Scene node for rendering a shadow volume into a stencil buffer.
char c8
8 bit character variable.
virtual void setReadOnlyMaterials(bool readonly)=0
Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node)=0
Will be called when the animation playback has ended.
Everything in the Irrlicht Engine can be found in this namespace.
hold a tag info for connecting meshes
Very simple string class with some useful features.
Interface for bones used for skeletal animation.
Class which holds the geometry of an object.
IAnimatedMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
virtual ISceneNode * clone(ISceneNode *newParent=0, ISceneManager *newManager=0)=0
Creates a clone of this scene node and its children.
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim)=0
Starts a default MD2 animation.
EMD2_ANIMATION_TYPE
Types of standard md2 animations.
virtual void setTransitionTime(f32 Time)=0
Sets the transition time in seconds.
virtual s32 getStartFrame() const =0
Returns the current start frame number.
virtual IBoneSceneNode * getJointNode(const c8 *jointName)=0
Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
signed int s32
32 bit signed variable.
Scene node capable of displaying an animated mesh.
virtual bool getLoopMode() const =0
returns the current loop mode
virtual f32 getAnimationSpeed() const =0
Gets the speed with which the animation is played.
virtual void animateJoints(bool CalculateAbsolutePositions=true)=0
animates the joints in the mesh based on the current frame.
unsigned int u32
32 bit unsigned variable.
virtual bool isReadOnlyMaterials() const =0
Returns if the scene node should not copy the materials of the mesh but use them in a read only style...
virtual IAnimatedMesh * getMesh(void)=0
Returns the current mesh.
virtual bool setFrameLoop(s32 begin, s32 end)=0
Sets the frame numbers between the animation is looped.
Callback interface for catching events of ended animations.
virtual const SMD3QuaternionTag * getMD3TagTransformation(const core::stringc &tagname)=0
Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetrans...
get joints positions from the mesh (for attached nodes, etc)
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
virtual void setAnimationSpeed(f32 framesPerSecond)=0
Sets the speed with which the animation is played.
virtual f32 getFrameNr() const =0
Returns the currently displayed frame number.
Base class of most objects of the Irrlicht Engine.
virtual void setCurrentFrame(f32 frame)=0
Sets the current frame number.
virtual void setMesh(IAnimatedMesh *mesh)=0
Sets a new mesh.
virtual s32 getEndFrame() const =0
Returns the current end frame number.
Interface for an animated mesh.
virtual ~IAnimatedMeshSceneNode()
Destructor.
control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
virtual IShadowVolumeSceneNode * addShadowVolumeSceneNode(const IMesh *shadowMesh=0, s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f)=0