1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #include "CAnimatedMeshSceneNode.h"
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6 #include "IVideoDriver.h"
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7 #include "ISceneManager.h"
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8 #include "S3DVertex.h"
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10 #include "CSkinnedMesh.h"
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11 #include "IDummyTransformationSceneNode.h"
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12 #include "IBoneSceneNode.h"
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13 #include "IMaterialRenderer.h"
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15 #include "IMeshCache.h"
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16 #include "IAnimatedMesh.h"
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17 #include "IFileSystem.h"
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18 #include "quaternion.h"
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28 CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
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29 ISceneNode* parent, ISceneManager* mgr, s32 id,
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30 const core::vector3df& position,
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31 const core::vector3df& rotation,
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32 const core::vector3df& scale)
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33 : IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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34 StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
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35 CurrentFrameNr(0.f), LastTimeMs(0),
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36 TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
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37 JointMode(EJUOR_NONE), JointsUsed(false),
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38 Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
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39 LoopCallBack(0), PassCount(0)
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42 setDebugName("CAnimatedMeshSceneNode");
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50 CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
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53 LoopCallBack->drop();
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57 //! Sets the current frame. From now on the animation is played from this frame.
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58 void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
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60 // if you pass an out of range value, we just clamp it
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61 CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
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63 beginTransition(); //transit to this frame if enabled
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67 //! Returns the currently displayed frame number.
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68 f32 CAnimatedMeshSceneNode::getFrameNr() const
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70 return CurrentFrameNr;
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74 //! Get CurrentFrameNr and update transiting settings
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75 void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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77 if (Transiting!=0.f)
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79 TransitingBlend += (f32)(timeMs) * Transiting;
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80 if (TransitingBlend > 1.f)
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83 TransitingBlend=0.f;
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87 if (StartFrame==EndFrame)
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89 CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes
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93 // play animation looped
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94 CurrentFrameNr += timeMs * FramesPerSecond;
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96 // We have no interpolation between EndFrame and StartFrame,
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97 // the last frame must be identical to first one with our current solution.
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98 if (FramesPerSecond > 0.f) //forwards...
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100 if (CurrentFrameNr > EndFrame)
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101 CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame));
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103 else //backwards...
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105 if (CurrentFrameNr < StartFrame)
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106 CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame));
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111 // play animation non looped
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113 CurrentFrameNr += timeMs * FramesPerSecond;
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114 if (FramesPerSecond > 0.f) //forwards...
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116 if (CurrentFrameNr > (f32)EndFrame)
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118 CurrentFrameNr = (f32)EndFrame;
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120 LoopCallBack->OnAnimationEnd(this);
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123 else //backwards...
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125 if (CurrentFrameNr < (f32)StartFrame)
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127 CurrentFrameNr = (f32)StartFrame;
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129 LoopCallBack->OnAnimationEnd(this);
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136 void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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138 if (IsVisible && Mesh)
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140 // because this node supports rendering of mixed mode meshes consisting of
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141 // transparent and solid material at the same time, we need to go through all
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142 // materials, check of what type they are and register this node for the right
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143 // render pass according to that.
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145 video::IVideoDriver* driver = SceneManager->getVideoDriver();
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148 int transparentCount = 0;
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149 int solidCount = 0;
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151 // count transparent and solid materials in this scene node
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152 const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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153 for (u32 i=0; i<numMaterials; ++i)
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155 const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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157 if ( driver->needsTransparentRenderPass(material) )
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158 ++transparentCount;
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162 if (solidCount && transparentCount)
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166 // register according to material types counted
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169 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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171 if (transparentCount)
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172 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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174 ISceneNode::OnRegisterSceneNode();
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178 IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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180 if(Mesh->getMeshType() != EAMT_SKINNED)
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182 s32 frameNr = (s32) getFrameNr();
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183 s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f);
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184 return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
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188 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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192 // As multiple scene nodes may be sharing the same skinned mesh, we have to
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193 // re-animate it every frame to ensure that this node gets the mesh that it needs.
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195 CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
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197 if (JointMode == EJUOR_CONTROL)//write to mesh
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198 skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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200 skinnedMesh->animateMesh(getFrameNr(), 1.0f);
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202 // Update the skinned mesh for the current joint transforms.
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203 skinnedMesh->skinMesh();
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205 if (JointMode == EJUOR_READ)//read from mesh
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207 skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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210 for (u32 n=0;n<JointChildSceneNodes.size();++n)
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211 if (JointChildSceneNodes[n]->getParent()==this)
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213 JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
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217 if(JointMode == EJUOR_CONTROL)
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219 // For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
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220 skinnedMesh->updateBoundingBox();
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223 return skinnedMesh;
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229 //! OnAnimate() is called just before rendering the whole scene.
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230 void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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232 if (LastTimeMs==0) // first frame
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234 LastTimeMs = timeMs;
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237 // set CurrentFrameNr
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238 buildFrameNr(timeMs-LastTimeMs);
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243 scene::IMesh * mesh = getMeshForCurrentFrame();
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246 Box = mesh->getBoundingBox();
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248 LastTimeMs = timeMs;
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250 IAnimatedMeshSceneNode::OnAnimate(timeMs);
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254 //! renders the node.
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255 void CAnimatedMeshSceneNode::render()
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257 video::IVideoDriver* driver = SceneManager->getVideoDriver();
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259 if (!Mesh || !driver)
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263 const bool isTransparentPass =
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264 SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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268 scene::IMesh* m = getMeshForCurrentFrame();
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272 Box = m->getBoundingBox();
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277 os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
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282 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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284 // for debug purposes only:
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286 bool renderMeshes = true;
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287 video::SMaterial mat;
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288 if (DebugDataVisible && PassCount==1)
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290 // overwrite half transparency
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291 if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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294 for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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296 scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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297 mat = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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298 mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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299 if (RenderFromIdentity)
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300 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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301 else if (Mesh->getMeshType() == EAMT_SKINNED)
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302 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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304 driver->setMaterial(mat);
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305 driver->drawMeshBuffer(mb);
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307 renderMeshes = false;
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311 // render original meshes
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314 for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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316 const bool transparent = driver->needsTransparentRenderPass(Materials[i]);
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318 // only render transparent buffer if this is the transparent render pass
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319 // and solid only in solid pass
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320 if (transparent == isTransparentPass)
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322 scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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323 const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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324 if (RenderFromIdentity)
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325 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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326 else if (Mesh->getMeshType() == EAMT_SKINNED)
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327 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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329 driver->setMaterial(material);
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330 driver->drawMeshBuffer(mb);
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335 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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337 // for debug purposes only:
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338 if (DebugDataVisible && PassCount==1)
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340 video::SMaterial debug_mat;
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341 debug_mat.Lighting = false;
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342 debug_mat.AntiAliasing=0;
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343 driver->setMaterial(debug_mat);
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345 if (DebugDataVisible & scene::EDS_NORMALS)
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347 const f32 debugNormalLength = 1.f;
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348 const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
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349 const u32 count = m->getMeshBufferCount();
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352 for (u32 g=0; g < count; ++g)
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354 scene::IMeshBuffer* mb = m->getMeshBuffer(g);
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355 if (RenderFromIdentity)
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356 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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357 else if (Mesh->getMeshType() == EAMT_SKINNED)
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358 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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360 driver->drawMeshBufferNormals(mb, debugNormalLength, debugNormalColor);
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364 debug_mat.ZBuffer = video::ECFN_DISABLED;
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365 debug_mat.Lighting = false;
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366 driver->setMaterial(debug_mat);
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368 if (DebugDataVisible & scene::EDS_BBOX)
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369 driver->draw3DBox(Box, video::SColor(255,255,255,255));
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371 // show bounding box
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372 if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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374 for (u32 g=0; g< m->getMeshBufferCount(); ++g)
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376 const IMeshBuffer* mb = m->getMeshBuffer(g);
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378 if (Mesh->getMeshType() == EAMT_SKINNED)
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379 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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380 driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128));
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385 if (DebugDataVisible & scene::EDS_SKELETON)
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387 if (Mesh->getMeshType() == EAMT_SKINNED)
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391 for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
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393 ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
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395 for (u32 n=0;n<joint->Children.size();++n)
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397 driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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398 joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
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399 video::SColor(255,51,66,255));
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406 if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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408 debug_mat.Lighting = false;
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409 debug_mat.Wireframe = true;
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410 debug_mat.ZBuffer = video::ECFN_DISABLED;
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411 driver->setMaterial(debug_mat);
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413 for (u32 g=0; g<m->getMeshBufferCount(); ++g)
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415 const IMeshBuffer* mb = m->getMeshBuffer(g);
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416 if (RenderFromIdentity)
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417 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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418 else if (Mesh->getMeshType() == EAMT_SKINNED)
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419 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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420 driver->drawMeshBuffer(mb);
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427 //! Returns the current start frame number.
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428 s32 CAnimatedMeshSceneNode::getStartFrame() const
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434 //! Returns the current start frame number.
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435 s32 CAnimatedMeshSceneNode::getEndFrame() const
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441 //! sets the frames between the animation is looped.
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442 //! the default is 0 - MaximalFrameCount of the mesh.
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443 bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
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445 const s32 maxFrameCount = Mesh->getFrameCount() - 1;
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448 StartFrame = core::s32_clamp(end, 0, maxFrameCount);
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449 EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
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453 StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
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454 EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
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456 if (FramesPerSecond < 0)
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457 setCurrentFrame((f32)EndFrame);
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459 setCurrentFrame((f32)StartFrame);
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465 //! sets the speed with witch the animation is played
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466 void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
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468 FramesPerSecond = framesPerSecond * 0.001f;
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472 f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
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474 return FramesPerSecond * 1000.f;
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478 //! returns the axis aligned bounding box of this node
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479 const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
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485 //! returns the material based on the zero based index i.
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486 video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
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488 if (i >= Materials.size())
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489 return ISceneNode::getMaterial(i);
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491 return Materials[i];
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496 //! returns amount of materials used by this scene node.
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497 u32 CAnimatedMeshSceneNode::getMaterialCount() const
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499 return Materials.size();
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503 //! Returns a pointer to a child node, which has the same transformation as
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504 //! the corresponding joint, if the mesh in this scene node is a skinned mesh.
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505 IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
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507 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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508 os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
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512 if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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514 os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
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520 ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
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522 const s32 number = skinnedMesh->getJointNumber(jointName);
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526 os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
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530 if ((s32)JointChildSceneNodes.size() <= number)
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532 os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
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536 return JointChildSceneNodes[number];
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542 //! Returns a pointer to a child node, which has the same transformation as
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543 //! the corresponding joint, if the mesh in this scene node is a skinned mesh.
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544 IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
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546 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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547 os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
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551 if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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553 os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
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559 if (JointChildSceneNodes.size() <= jointID)
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561 os::Printer::log("Joint not loaded into node", ELL_WARNING);
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565 return JointChildSceneNodes[jointID];
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569 //! Gets joint count.
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570 u32 CAnimatedMeshSceneNode::getJointCount() const
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572 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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576 if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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579 ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
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581 return skinnedMesh->getJointCount();
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586 //! Removes a child from this scene node.
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587 //! Implemented here, to be able to remove the shadow properly, if there is one,
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588 //! or to remove attached childs.
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589 bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child)
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591 if (ISceneNode::removeChild(child))
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593 if (JointsUsed) //stop weird bugs caused while changing parents as the joints are being created
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595 for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
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597 if (JointChildSceneNodes[i] == child)
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599 JointChildSceneNodes[i] = 0; //remove link to child
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611 //! Sets looping mode which is on by default. If set to false,
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612 //! animations will not be looped.
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613 void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
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615 Looping = playAnimationLooped;
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618 //! returns the current loop mode
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619 bool CAnimatedMeshSceneNode::getLoopMode() const
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625 //! Sets a callback interface which will be called if an animation
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626 //! playback has ended. Set this to 0 to disable the callback again.
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627 void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack* callback)
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629 if (callback == LoopCallBack)
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633 LoopCallBack->drop();
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635 LoopCallBack = callback;
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638 LoopCallBack->grab();
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642 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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643 void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
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645 ReadOnlyMaterials = readonly;
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649 //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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650 bool CAnimatedMeshSceneNode::isReadOnlyMaterials() const
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652 return ReadOnlyMaterials;
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656 //! Sets a new mesh
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657 void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
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660 return; // won't set null mesh
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669 // grab the mesh (it's non-null!)
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673 // get materials and bounding box
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674 Box = Mesh->getBoundingBox();
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676 IMesh* m = Mesh->getMesh(0,0);
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680 Materials.reallocate(m->getMeshBufferCount());
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682 for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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684 IMeshBuffer* mb = m->getMeshBuffer(i);
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686 Materials.push_back(mb->getMaterial());
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688 Materials.push_back(video::SMaterial());
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692 // clean up joint nodes
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699 // get start and begin time
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700 setAnimationSpeed(Mesh->getAnimationSpeed()); // NOTE: This had been commented out (but not removed!) in r3526. Which caused meshloader-values for speed to be ignored unless users specified explicitly. Missing a test-case where this could go wrong so I put the code back in.
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701 setFrameLoop(0, Mesh->getFrameCount()-1);
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705 //! updates the absolute position based on the relative and the parents position
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706 void CAnimatedMeshSceneNode::updateAbsolutePosition()
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708 IAnimatedMeshSceneNode::updateAbsolutePosition();
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711 //! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
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712 void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
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718 //! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
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719 //! you must call animateJoints(), or the mesh will not animate
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720 void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
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722 const u32 ttime = (u32)core::floor32(time*1000.0f);
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723 if (TransitionTime==ttime)
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725 TransitionTime = ttime;
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727 setJointMode(EJUOR_CONTROL);
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729 setJointMode(EJUOR_NONE);
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733 //! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
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734 void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
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736 RenderFromIdentity=enable;
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740 //! updates the joint positions of this mesh
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741 void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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743 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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746 if (Mesh && Mesh->getMeshType() == EAMT_SKINNED )
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749 const f32 frame = getFrameNr(); //old?
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751 CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);
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753 skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
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754 skinnedMesh->animateMesh(frame, 1.0f);
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755 skinnedMesh->recoverJointsFromMesh( JointChildSceneNodes);
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757 //-----------------------------------------
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759 //-----------------------------------------
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761 if (Transiting != 0.f)
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763 // Init additional matrices
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764 if (PretransitingSave.size()<JointChildSceneNodes.size())
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766 for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
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767 PretransitingSave.push_back(core::matrix4());
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770 for (u32 n=0; n<JointChildSceneNodes.size(); ++n)
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772 //------Position------
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774 JointChildSceneNodes[n]->setPosition(
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776 PretransitingSave[n].getTranslation(),
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777 JointChildSceneNodes[n]->getPosition(),
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780 //------Rotation------
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782 //Code is slow, needs to be fixed up
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784 const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees()*core::DEGTORAD);
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785 const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation()*core::DEGTORAD);
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787 core::quaternion QRotation;
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788 QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
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790 core::vector3df tmpVector;
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791 QRotation.toEuler(tmpVector);
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792 tmpVector*=core::RADTODEG; //convert from radians back to degrees
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793 JointChildSceneNodes[n]->setRotation( tmpVector );
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795 //------Scale------
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797 //JointChildSceneNodes[n]->setScale(
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799 // PretransitingSave[n].getScale(),
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800 // JointChildSceneNodes[n]->getScale(),
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801 // TransitingBlend));
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805 if (CalculateAbsolutePositions)
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808 for (u32 n=0;n<JointChildSceneNodes.size();++n)
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810 if (JointChildSceneNodes[n]->getParent()==this)
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812 JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
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822 void CAnimatedMeshSceneNode::checkJoints()
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824 #ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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828 if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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833 for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
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834 removeChild(JointChildSceneNodes[i]);
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835 JointChildSceneNodes.clear();
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837 //Create joints for SkinnedMesh
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838 ((CSkinnedMesh*)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
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839 ((CSkinnedMesh*)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
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842 JointMode=EJUOR_READ;
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849 void CAnimatedMeshSceneNode::beginTransition()
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854 if (TransitionTime != 0)
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856 //Check the array is big enough
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857 if (PretransitingSave.size()<JointChildSceneNodes.size())
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859 for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
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860 PretransitingSave.push_back(core::matrix4());
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863 //Copy the position of joints
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864 for (u32 n=0;n<JointChildSceneNodes.size();++n)
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865 PretransitingSave[n]=JointChildSceneNodes[n]->getRelativeTransformation();
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867 Transiting = core::reciprocal((f32)TransitionTime);
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869 TransitingBlend = 0.f;
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875 ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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878 newParent = Parent;
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880 newManager = SceneManager;
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882 CAnimatedMeshSceneNode* newNode =
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883 new CAnimatedMeshSceneNode(Mesh, NULL, newManager, ID, RelativeTranslation,
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884 RelativeRotation, RelativeScale);
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888 newNode->setParent(newParent); // not in constructor because virtual overload for updateAbsolutePosition won't be called
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892 newNode->cloneMembers(this, newManager);
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894 newNode->Materials = Materials;
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895 newNode->Box = Box;
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896 newNode->Mesh = Mesh;
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897 newNode->StartFrame = StartFrame;
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898 newNode->EndFrame = EndFrame;
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899 newNode->FramesPerSecond = FramesPerSecond;
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900 newNode->CurrentFrameNr = CurrentFrameNr;
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901 newNode->JointMode = JointMode;
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902 newNode->JointsUsed = JointsUsed;
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903 newNode->TransitionTime = TransitionTime;
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904 newNode->Transiting = Transiting;
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905 newNode->TransitingBlend = TransitingBlend;
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906 newNode->Looping = Looping;
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907 newNode->ReadOnlyMaterials = ReadOnlyMaterials;
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908 newNode->LoopCallBack = LoopCallBack;
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909 if (newNode->LoopCallBack)
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910 newNode->LoopCallBack->grab();
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911 newNode->PassCount = PassCount;
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912 newNode->JointChildSceneNodes = JointChildSceneNodes;
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913 newNode->PretransitingSave = PretransitingSave;
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914 newNode->RenderFromIdentity = RenderFromIdentity;
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920 } // end namespace scene
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921 } // end namespace irr
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