// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_BONE_SCENE_NODE_H_INCLUDED__ #define __C_BONE_SCENE_NODE_H_INCLUDED__ // Used with SkinnedMesh and IAnimatedMeshSceneNode, for boned meshes #include "IBoneSceneNode.h" namespace irr { namespace scene { class CBoneSceneNode : public IBoneSceneNode { public: //! constructor CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1, u32 boneIndex=0, const c8* boneName=0); //! Returns the index of the bone virtual u32 getBoneIndex() const; //! Sets the animation mode of the bone. Returns true if successful. virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode); //! Gets the current animation mode of the bone virtual E_BONE_ANIMATION_MODE getAnimationMode() const; //! returns the axis aligned bounding box of this node virtual const core::aabbox3d<f32>& getBoundingBox() const; /* //! Returns the relative transformation of the scene node. //virtual core::matrix4 getRelativeTransformation() const; */ virtual void OnAnimate(u32 timeMs); virtual void updateAbsolutePositionOfAllChildren(); //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! How the relative transformation of the bone is used virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) { SkinningSpace=space; } virtual E_BONE_SKINNING_SPACE getSkinningSpace() const { return SkinningSpace; } private: void helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node); u32 BoneIndex; core::aabbox3d<f32> Box; E_BONE_ANIMATION_MODE AnimationMode; E_BONE_SKINNING_SPACE SkinningSpace; }; } // end namespace scene } // end namespace irr #endif
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