5 #ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ 6 #define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__ 17 class IShadowVolumeSceneNode;
62 :
ISceneNode(parent, mgr, id, position, rotation, scale) {}
72 virtual void setCurrentFrame(
f32 frame) = 0;
79 virtual bool setFrameLoop(
s32 begin,
s32 end) = 0;
83 virtual void setAnimationSpeed(
f32 framesPerSecond) = 0;
87 virtual f32 getAnimationSpeed()
const =0;
108 s32 id=-1,
bool zfailmethod=
true,
f32 infinity=1000.0f) = 0;
133 virtual u32 getJointCount()
const = 0;
158 virtual bool setMD2Animation(
const c8* animationName) = 0;
161 virtual f32 getFrameNr()
const = 0;
163 virtual s32 getStartFrame()
const = 0;
165 virtual s32 getEndFrame()
const = 0;
169 virtual void setLoopMode(
bool playAnimationLooped) = 0;
173 virtual bool getLoopMode()
const = 0;
185 virtual void setReadOnlyMaterials(
bool readonly) = 0;
188 virtual bool isReadOnlyMaterials()
const = 0;
206 virtual void setTransitionTime(
f32 Time) =0;
210 virtual void animateJoints(
bool CalculateAbsolutePositions=
true) = 0;
214 virtual void setRenderFromIdentity(
bool On )=0;
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 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
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.
EMD2_ANIMATION_TYPE
Types of standard md2 animations.
signed int s32
32 bit signed variable.
Scene node capable of displaying an animated mesh and its shadow.
unsigned int u32
32 bit unsigned variable.
Callback interface for catching events of ended animations.
get joints positions from the mesh (for attached nodes, etc)
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
Base class of most objects of the Irrlicht Engine.
Interface for an animated mesh.
virtual ~IAnimatedMeshSceneNode()
Destructor.
control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() ) ...