Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			73 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #ifndef IRR_I_ANIMATED_MESH_H_INCLUDED
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| #define IRR_I_ANIMATED_MESH_H_INCLUDED
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| 
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| #include "IMesh.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 	//! Interface for an animated mesh.
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| 	/** There are already simple implementations of this interface available so
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| 	you don't have to implement this interface on your own if you need to:
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| 	You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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| 	irr::scene::SMeshBuffer etc. */
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| 	class IAnimatedMesh : public IMesh
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| 	{
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| 	public:
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| 
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| 		//! Gets the frame count of the animated mesh.
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| 		/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
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| 		\return The amount of frames. If the amount is 1,
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| 		it is a static, non animated mesh. 	*/
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| 		virtual u32 getFrameCount() const = 0;
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| 
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| 		//! Gets the animation speed of the animated mesh.
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| 		/** \return The number of frames per second to play the
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| 		animation with by default. If the amount is 0,
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| 		it is a static, non animated mesh. */
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| 		virtual f32 getAnimationSpeed() const = 0;
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| 
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| 		//! Sets the animation speed of the animated mesh.
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| 		/** \param fps Number of frames per second to play the
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| 		animation with by default. If the amount is 0,
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| 		it is not animated. The actual speed is set in the
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| 		scene node the mesh is instantiated in.*/
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| 		virtual void setAnimationSpeed(f32 fps) =0;
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| 
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| 		//! Returns the IMesh interface for a frame.
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| 		/** \param frame: Frame number as zero based index. The maximum
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| 		frame number is getFrameCount() - 1;
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| 		\param detailLevel: Level of detail. 0 is the lowest, 255 the
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| 		highest level of detail. Most meshes will ignore the detail level.
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| 		\param startFrameLoop: Because some animated meshes (.MD2) are
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| 		blended between 2 static frames, and maybe animated in a loop,
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| 		the startFrameLoop and the endFrameLoop have to be defined, to
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| 		prevent the animation to be blended between frames which are
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| 		outside of this loop.
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| 		If startFrameLoop and endFrameLoop are both -1, they are ignored.
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| 		\param endFrameLoop: see startFrameLoop.
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| 		\return Returns the animated mesh based on a detail level. */
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| 		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
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| 
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| 		//! Returns the type of the animated mesh.
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| 		/** In most cases it is not necessary to use this method.
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| 		This is useful for making a safe downcast. For example,
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| 		if getMeshType() returns EAMT_MD2 it's safe to cast the
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| 		IAnimatedMesh to IAnimatedMeshMD2.
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| 		\returns Type of the mesh. */
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| 		virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE
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| 		{
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| 			return EAMT_UNKNOWN;
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| 		}
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| 	};
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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