<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: IBoneSceneNode.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.5.6 --> <h1>IBoneSceneNode.h</h1><a href="_i_bone_scene_node_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2009 Nikolaus Gebhardt</span> <a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span> <a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span> <a name="l00004"></a>00004 <a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__</span> <a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_BONE_SCENE_NODE_H_INCLUDED__</span> <a name="l00007"></a>00007 <span class="preprocessor"></span> <a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="_i_scene_node_8h.html">ISceneNode.h</a>"</span> <a name="l00009"></a>00009 <a name="l00010"></a>00010 <span class="keyword">namespace </span>irr <a name="l00011"></a>00011 { <a name="l00012"></a>00012 <span class="keyword">namespace </span>scene <a name="l00013"></a>00013 { <a name="l00014"></a>00014 <a name="l00016"></a><a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801">00016</a> <span class="keyword">enum</span> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801" title="Enumeration for different bone animation modes.">E_BONE_ANIMATION_MODE</a> <a name="l00017"></a>00017 { <a name="l00019"></a><a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801d26c52974d12b0f95256af5f9ba11bde">00019</a> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801d26c52974d12b0f95256af5f9ba11bde" title="The bone is usually animated, unless it&#39;s parent is not animated.">EBAM_AUTOMATIC</a>=0, <a name="l00020"></a>00020 <a name="l00022"></a><a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480149f9737e748ea0a6fe7e4a636edcdd1b">00022</a> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480149f9737e748ea0a6fe7e4a636edcdd1b" title="The bone is animated by the skin, if it&#39;s parent is not animated then animation...">EBAM_ANIMATED</a>, <a name="l00023"></a>00023 <a name="l00025"></a><a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd448015cc55f24b347cbc72b22aff86eb3b18a">00025</a> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd448015cc55f24b347cbc72b22aff86eb3b18a" title="The bone is not animated by the skin.">EBAM_UNANIMATED</a>, <a name="l00026"></a>00026 <a name="l00028"></a><a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480144d54a6246d59a7ab11fc0c4c86ee7ab">00028</a> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480144d54a6246d59a7ab11fc0c4c86ee7ab" title="Not an animation mode, just here to count the available modes.">EBAM_COUNT</a> <a name="l00029"></a>00029 <a name="l00030"></a>00030 }; <a name="l00031"></a>00031 <a name="l00032"></a><a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">00032</a> <span class="keyword">enum</span> <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">E_BONE_SKINNING_SPACE</a> <a name="l00033"></a>00033 { <a name="l00035"></a><a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb024fe7bb628e922486989ca66e294811">00035</a> <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb024fe7bb628e922486989ca66e294811" title="local skinning, standard">EBSS_LOCAL</a>=0, <a name="l00036"></a>00036 <a name="l00038"></a><a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd73d241e222b6402d5e2064625d4823b">00038</a> <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd73d241e222b6402d5e2064625d4823b" title="global skinning">EBSS_GLOBAL</a>, <a name="l00039"></a>00039 <a name="l00040"></a><a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd92dab44c392e53ca99dfdd2f0ccf790">00040</a> <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd92dab44c392e53ca99dfdd2f0ccf790">EBSS_COUNT</a> <a name="l00041"></a>00041 }; <a name="l00042"></a>00042 <a name="l00044"></a><a class="code" href="namespaceirr_1_1scene.html#578945909729ca194b0d44852aab8021">00044</a> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1scene.html#578945909729ca194b0d44852aab8021" title="Names for bone animation modes.">BoneAnimationModeNames</a>[] = <a name="l00045"></a>00045 { <a name="l00046"></a>00046 <span class="stringliteral">"automatic"</span>, <a name="l00047"></a>00047 <span class="stringliteral">"animated"</span>, <a name="l00048"></a>00048 <span class="stringliteral">"unanimated"</span>, <a name="l00049"></a>00049 0, <a name="l00050"></a>00050 }; <a name="l00051"></a>00051 <a name="l00052"></a>00052 <a name="l00054"></a>00054 <a name="l00055"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html">00055</a> <span class="keyword">class </span><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html" title="Interface for bones used for skeletal animation.">IBoneSceneNode</a> : <span class="keyword">public</span> <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">ISceneNode</a> <a name="l00056"></a>00056 { <a name="l00057"></a>00057 <span class="keyword">public</span>: <a name="l00058"></a>00058 <a name="l00059"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#0e20423a84855d0b1f679532fa956356">00059</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#0e20423a84855d0b1f679532fa956356">IBoneSceneNode</a>(<a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">ISceneNode</a>* parent, <a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html" title="The Scene Manager manages scene nodes, mesh recources, cameras and all the other...">ISceneManager</a>* mgr, <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <span class="keywordtype">id</span>=-1) : <a name="l00060"></a>00060 <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">ISceneNode</a>(parent, mgr, id),<a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f1d9937bf44b7dcc99b3772cb5d96a3">positionHint</a>(-1),<a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f2ac4f4be56d73153132edc378fe23c">scaleHint</a>(-1),<a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#8b8022c7a48485c1ebf667effaa7d935">rotationHint</a>(-1) { } <a name="l00061"></a>00061 <a name="l00063"></a>00063 <a name="l00064"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9639786722fb06fcad75384bf176fe01">00064</a> <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9639786722fb06fcad75384bf176fe01" title="Get the name of the bone.">getBoneName</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html#abb3b657d0afb62994399181b952f3e3" title="Returns the name of the node.">getName</a>(); } <a name="l00065"></a>00065 <a name="l00067"></a>00067 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#c372b2c84a3427df1fdc78deae7d00ea" title="Get the index of the bone.">getBoneIndex</a>() <span class="keyword">const</span> = 0; <a name="l00068"></a>00068 <a name="l00070"></a>00070 <a name="l00071"></a>00071 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#424a467f045e809bcad2aa239edb9994" title="Sets the animation mode of the bone.">setAnimationMode</a>(<a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801" title="Enumeration for different bone animation modes.">E_BONE_ANIMATION_MODE</a> mode) = 0; <a name="l00072"></a>00072 <a name="l00074"></a>00074 <span class="keyword">virtual</span> <a class="code" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801" title="Enumeration for different bone animation modes.">E_BONE_ANIMATION_MODE</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#332e040471057cf6a1a0ae8dfa2c0f5f" title="Gets the current animation mode of the bone.">getAnimationMode</a>() <span class="keyword">const</span> = 0; <a name="l00075"></a>00075 <a name="l00077"></a>00077 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1aabbox3d.html" title="Axis aligned bounding box in 3d dimensional space.">core::aabbox3d<f32></a>& <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#c5d0a610b0a24a7501f29ad000d28b3b" title="Get the axis aligned bounding box of this node.">getBoundingBox</a>() <span class="keyword">const</span> = 0; <a name="l00078"></a>00078 <a name="l00080"></a>00080 <span class="comment">//virtual core::matrix4 getRelativeTransformation() const = 0;</span> <a name="l00081"></a>00081 <a name="l00083"></a>00083 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#7e21d0722e5b105e4d2a956bff110a7f" title="Returns the relative transformation of the scene node.">OnAnimate</a>(<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> timeMs) =0; <a name="l00084"></a>00084 <a name="l00086"></a>00086 <a name="l00087"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#c942248f09d2db69804ea47476e3829e">00087</a> <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#c942248f09d2db69804ea47476e3829e" title="The render method.">render</a>() { } <a name="l00088"></a>00088 <a name="l00090"></a>00090 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#071c9edb957b67f18c8285fe7670f9d4" title="How the relative transformation of the bone is used.">setSkinningSpace</a>( <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">E_BONE_SKINNING_SPACE</a> space ) =0; <a name="l00091"></a>00091 <a name="l00093"></a>00093 <span class="keyword">virtual</span> <a class="code" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">E_BONE_SKINNING_SPACE</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#a41c118c8fa8741c6945787c50c42df7" title="How the relative transformation of the bone is used.">getSkinningSpace</a>() <span class="keyword">const</span> =0; <a name="l00094"></a>00094 <a name="l00096"></a>00096 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#b405c67e87dd79b7c1b9c16a6b8c3182" title="Updates the absolute position based on the relative and the parents position.">updateAbsolutePositionOfAllChildren</a>()=0; <a name="l00097"></a>00097 <a name="l00098"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f1d9937bf44b7dcc99b3772cb5d96a3">00098</a> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f1d9937bf44b7dcc99b3772cb5d96a3">positionHint</a>; <a name="l00099"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f2ac4f4be56d73153132edc378fe23c">00099</a> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#9f2ac4f4be56d73153132edc378fe23c">scaleHint</a>; <a name="l00100"></a><a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#8b8022c7a48485c1ebf667effaa7d935">00100</a> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_bone_scene_node.html#8b8022c7a48485c1ebf667effaa7d935">rotationHint</a>; <a name="l00101"></a>00101 }; <a name="l00102"></a>00102 <a name="l00103"></a>00103 <a name="l00104"></a>00104 } <span class="comment">// end namespace scene</span> <a name="l00105"></a>00105 } <span class="comment">// end namespace irr</span> <a name="l00106"></a>00106 <a name="l00107"></a>00107 <span class="preprocessor">#endif</span> <a name="l00108"></a>00108 <span class="preprocessor"></span> </pre></div></div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:03 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> (1.5.6)</font></em></small></div></td> </tr> </table> <address style="align: right;"> </address> </body> </html>