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#include <IAnimatedMeshSceneNode.h>
Inheritance diagram for irr::scene::IAnimatedMeshSceneNode:

Public Member Functions | |
| virtual IShadowVolumeSceneNode * | addShadowVolumeSceneNode (s32 id=-1, bool zfailmethod=true, f32 infinity=10000.0f)=0 |
| Creates shadow volume scene node as child of this node. | |
| virtual void | animateJoints (bool CalculateAbsolutePositions=true)=0 |
| animates the joints in the mesh based on the current frame. | |
| virtual s32 | getEndFrame () const =0 |
| Returns the current end frame number. | |
| virtual f32 | getFrameNr () const =0 |
| Returns the current displayed frame number. | |
| virtual IBoneSceneNode * | getJointNode (u32 jointID)=0 |
| same as getJointNode(const c8* jointName), but based on id | |
| virtual IBoneSceneNode * | getJointNode (const c8 *jointName)=0 |
| Get a pointer to a joint in the mesh (if the mesh is a bone based mesh). | |
| virtual const SMD3QuaterionTag & | getMD3TagTransformation (const core::stringc &tagname)=0 |
| Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scenenode. | |
| virtual IAnimatedMesh * | getMesh (void)=0 |
| Returns the current mesh. | |
| virtual ISceneNode * | getMS3DJointNode (const c8 *jointName)=0 |
| Deprecated command, please use getJointNode. | |
| virtual s32 | getStartFrame () const =0 |
| Returns the current start frame number. | |
| virtual ISceneNode * | getXJointNode (const c8 *jointName)=0 |
| Deprecated command, please use getJointNode. | |
| 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 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 void | setAnimationEndCallback (IAnimationEndCallBack *callback=0)=0 |
| Sets a callback interface which will be called if an animation playback has ended. | |
| virtual void | setAnimationSpeed (f32 framesPerSecond)=0 |
| Sets the speed with witch the animation is played. | |
| virtual void | setCurrentFrame (f32 frame)=0 |
| Sets the current frame number. | |
| virtual bool | setFrameLoop (s32 begin, s32 end)=0 |
| Sets the frame numbers between the animation is looped. | |
| 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. | |
| virtual bool | setMD2Animation (const c8 *animationName)=0 |
| Starts a special MD2 animation. | |
| virtual bool | setMD2Animation (EMD2_ANIMATION_TYPE anim)=0 |
| Starts a default MD2 animation. | |
| virtual void | setMesh (IAnimatedMesh *mesh)=0 |
| Sets a new mesh. | |
| 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 | setRenderFromIdentity (bool On)=0 |
| render mesh ignoring it's transformation. | |
| virtual void | setTransitionTime (f32 Time)=0 |
| Sets the transition time in seconds. | |
| virtual | ~IAnimatedMeshSceneNode () |
| Destructor. | |
The shadow is optional: If a shadow should be displayed too, just invoke the IAnimatedMeshSceneNode::createShadowVolumeSceneNode().
Definition at line 57 of file IAnimatedMeshSceneNode.h.
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Constructor.
Definition at line 62 of file IAnimatedMeshSceneNode.h. |
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Destructor.
Definition at line 69 of file IAnimatedMeshSceneNode.h. |
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Creates shadow volume scene node as child of this node. The shadow can be rendered using the ZPass or the zfail method. ZPass is a little bit faster because the shadow volume creation is easier, but with this method there occur ugly looking artifacs when the camera is inside the shadow volume. These error do not occur with the ZFail method.
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animates the joints in the mesh based on the current frame. Also takes in to account transitions. |
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Returns the current end frame number.
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Returns the current displayed frame number.
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same as getJointNode(const c8* jointName), but based on id
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Get a pointer to a joint in the mesh (if the mesh is a bone based mesh). With this method it is possible to attach scene nodes to joints for example possible to attach a weapon to the left hand of an animated model. This example shows how: ISceneNode* hand = yourAnimatedMeshSceneNode->getJointNode("LeftHand"); hand->addChild(weaponSceneNode);
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Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scenenode.
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Returns the current mesh.
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Deprecated command, please use getJointNode.
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Returns the current start frame number.
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Deprecated command, please use getJointNode.
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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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Sets a callback interface which will be called if an animation playback has ended. Set this to 0 to disable the callback again. Please note that this will only be called when in non looped mode, see IAnimatedMeshSceneNode::setLoopMode(). |
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Sets the speed with witch the animation is played.
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Sets the current frame number. From now on the animation is played from this frame.
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Sets the frame numbers between the animation is looped. The default is 0 - MaximalFrameCount of the mesh.
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Set how the joints should be updated on render.
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Sets looping mode which is on by default. If set to false, animations will not be played looped. |
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Starts a special MD2 animation. With this method it is easily possible to start a Run, Attack, Die or whatever animation, if the mesh contained in this scene node is an md2 mesh. Otherwise, nothing happens. This method uses a character string to identify the animation. If the animation is a standard md2 animation, you might want to start this animation with the EMD2_ANIMATION_TYPE enumeration instead.
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Starts a default MD2 animation. With this method it is easily possible to start a Run, Attack, Die or whatever animation, if the mesh contained in this scene node is an md2 mesh. Otherwise, nothing happens.
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Sets a new mesh.
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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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render mesh ignoring it's transformation. Used with ragdolls. Culling is unaffected. |
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Sets the transition time in seconds. Note: This needs to enable joints, and setJointmode set to EJUOR_CONTROL. You must call animateJoints(), or the mesh will not animate. |
| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Jun 1 07:59:18 2008 by Doxygen
(1.4.2) |