The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
		
			
				
	
	
		
			190 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			4.9 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 __S_ANIMATED_MESH_H_INCLUDED__
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| #define __S_ANIMATED_MESH_H_INCLUDED__
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| 
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| #include "IAnimatedMesh.h"
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| #include "IMesh.h"
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| #include "aabbox3d.h"
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| #include "irrArray.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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| 
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| 	//! Simple implementation of the IAnimatedMesh interface.
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| 	struct SAnimatedMesh : public IAnimatedMesh
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| 	{
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| 		//! constructor
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| 		SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
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| 		{
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| 			#ifdef _DEBUG
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| 			setDebugName("SAnimatedMesh");
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| 			#endif
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| 			addMesh(mesh);
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| 			recalculateBoundingBox();
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| 		}
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| 
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| 		//! destructor
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| 		virtual ~SAnimatedMesh()
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| 		{
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| 			// drop meshes
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| 			for (u32 i=0; i<Meshes.size(); ++i)
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| 				Meshes[i]->drop();
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| 		}
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| 
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| 		//! Gets the frame count of the animated mesh.
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| 		/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
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| 		u32 getFrameCount() const override
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| 		{
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| 			return Meshes.size();
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| 		}
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| 
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| 		//! Gets the default animation speed of the animated mesh.
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| 		/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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| 		f32 getAnimationSpeed() const override
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| 		{
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| 			return FramesPerSecond;
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| 		}
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| 
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| 		//! Gets the frame count of the animated mesh.
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| 		/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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| 		The actual speed is set in the scene node the mesh is instantiated in.*/
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| 		void setAnimationSpeed(f32 fps) override
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| 		{
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| 			FramesPerSecond=fps;
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| 		}
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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 frame number is
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| 		getFrameCount() - 1;
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| 		\param detailLevel: Level of detail. 0 is the lowest,
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| 		255 the highest level of detail. Most meshes will ignore the detail level.
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| 		\param startFrameLoop: start frame
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| 		\param endFrameLoop: end frame
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| 		\return The animated mesh based on a detail level. */
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| 		IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
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| 		{
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| 			if (Meshes.empty())
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| 				return 0;
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| 
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| 			return Meshes[frame];
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| 		}
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| 
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| 		//! adds a Mesh
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| 		void addMesh(IMesh* mesh)
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| 		{
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| 			if (mesh)
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| 			{
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| 				mesh->grab();
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| 				Meshes.push_back(mesh);
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| 			}
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| 		}
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| 
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| 		//! Returns an axis aligned bounding box of the mesh.
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| 		/** \return A bounding box of this mesh is returned. */
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| 		const core::aabbox3d<f32>& getBoundingBox() const override
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| 		{
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| 			return Box;
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| 		}
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| 
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| 		//! set user axis aligned bounding box
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| 		void setBoundingBox(const core::aabbox3df& box) override
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| 		{
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| 			Box = box;
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| 		}
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| 
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| 		//! Recalculates the bounding box.
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| 		void recalculateBoundingBox()
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| 		{
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| 			Box.reset(0,0,0);
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| 
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| 			if (Meshes.empty())
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| 				return;
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| 
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| 			Box = Meshes[0]->getBoundingBox();
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| 
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| 			for (u32 i=1; i<Meshes.size(); ++i)
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| 				Box.addInternalBox(Meshes[i]->getBoundingBox());
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| 		}
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| 
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| 		//! Returns the type of the animated mesh.
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| 		E_ANIMATED_MESH_TYPE getMeshType() const override
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| 		{
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| 			return Type;
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| 		}
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| 
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| 		//! returns amount of mesh buffers.
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| 		u32 getMeshBufferCount() const override
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| 		{
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| 			if (Meshes.empty())
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| 				return 0;
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| 
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| 			return Meshes[0]->getMeshBufferCount();
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| 		}
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| 
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| 		//! returns pointer to a mesh buffer
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| 		IMeshBuffer* getMeshBuffer(u32 nr) const override
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| 		{
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| 			if (Meshes.empty())
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| 				return 0;
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| 
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| 			return Meshes[0]->getMeshBuffer(nr);
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| 		}
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| 
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| 		//! Returns pointer to a mesh buffer which fits a material
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| 		/** \param material: material to search for
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| 		\return Returns the pointer to the mesh buffer or
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| 		NULL if there is no such mesh buffer. */
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| 		IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
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| 		{
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| 			if (Meshes.empty())
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| 				return 0;
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| 
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| 			return Meshes[0]->getMeshBuffer(material);
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| 		}
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| 
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| 		//! Set a material flag for all meshbuffers of this mesh.
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| 		void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
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| 		{
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| 			for (u32 i=0; i<Meshes.size(); ++i)
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| 				Meshes[i]->setMaterialFlag(flag, newvalue);
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| 		}
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| 
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| 		//! set the hardware mapping hint, for driver
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| 		void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
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| 		{
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| 			for (u32 i=0; i<Meshes.size(); ++i)
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| 				Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
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| 		}
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| 
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| 		//! flags the meshbuffer as changed, reloads hardware buffers
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| 		void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
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| 		{
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| 			for (u32 i=0; i<Meshes.size(); ++i)
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| 				Meshes[i]->setDirty(buffer);
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| 		}
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| 
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| 		//! All meshes defining the animated mesh
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| 		core::array<IMesh*> Meshes;
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| 
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| 		//! The bounding box of this mesh
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| 		core::aabbox3d<f32> Box;
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| 
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| 		//! Default animation speed of this mesh.
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| 		f32 FramesPerSecond;
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| 
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| 		//! The type of the mesh.
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| 		E_ANIMATED_MESH_TYPE Type;
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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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| 
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