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-rw-r--r--include/IAnimatedMeshSceneNode.h58
1 files changed, 1 insertions, 57 deletions
diff --git a/include/IAnimatedMeshSceneNode.h b/include/IAnimatedMeshSceneNode.h
index 5a39903..ef16dd8 100644
--- a/include/IAnimatedMeshSceneNode.h
+++ b/include/IAnimatedMeshSceneNode.h
@@ -7,15 +7,12 @@
#include "ISceneNode.h"
#include "IBoneSceneNode.h"
-#include "IAnimatedMeshMD2.h"
-#include "IAnimatedMeshMD3.h"
+#include "IAnimatedMesh.h"
namespace irr
{
namespace scene
{
- class IShadowVolumeSceneNode;
-
enum E_JOINT_UPDATE_ON_RENDER
{
//! do nothing
@@ -88,31 +85,6 @@ namespace scene
/** \return Frames per second played. */
virtual f32 getAnimationSpeed() const =0;
- /** 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 artifacts when the camera is inside the shadow volume.
- These error do not occur with the ZFail method, but it can
- have trouble with clipping to the far-plane (it usually works
- well in OpenGL and fails with other drivers).
- \param shadowMesh: Optional custom mesh for shadow volume.
- \param id: Id of the shadow scene node. This id can be used to
- identify the node later.
- \param zfailmethod: If set to true, the shadow will use the
- zfail method, if not, zpass is used.
- \param infinity: Value used by the shadow volume algorithm to
- scale the shadow volume. For zfail shadow volumes on some drivers
- only suppport finite shadows, so camera zfar must be larger than
- shadow back cap,which is depending on the infinity parameter).
- Infinity value also scales by the scaling factors of the model.
- If shadows don't show up with zfail then try reducing infinity.
- If shadows are cut-off then try increasing infinity.
- \return Pointer to the created shadow scene node. This pointer
- should not be dropped. See IReferenceCounted::drop() for more
- information. */
- virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
- s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
-
//! 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
@@ -137,31 +109,6 @@ namespace scene
/** \return Amount of joints in the mesh. */
virtual u32 getJointCount() const = 0;
- //! 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.
- \param anim: An MD2 animation type, which should be played, for
- example EMAT_STAND for the standing animation.
- \return True if successful, and false if not, for example if
- the mesh in the scene node is not a md2 mesh. */
- virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
-
- //! 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.
- \param animationName: Name of the animation which should be
- played.
- \return Returns true if successful, and false if not, for
- example if the mesh in the scene node is not an md2 mesh, or no
- animation with this name could be found. */
- virtual bool setMD2Animation(const c8* animationName) = 0;
-
//! Returns the currently displayed frame number.
virtual f32 getFrameNr() const = 0;
//! Returns the current start frame number.
@@ -198,9 +145,6 @@ namespace scene
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 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 const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
-
//! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;