git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			159 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			4.8 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 __C_ANIMATED_MESH_MD2_H_INCLUDED__
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| #define __C_ANIMATED_MESH_MD2_H_INCLUDED__
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| 
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| #include "IAnimatedMeshMD2.h"
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| #include "IMesh.h"
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| #include "CMeshBuffer.h"
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| #include "IReadFile.h"
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| #include "S3DVertex.h"
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| #include "irrArray.h"
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| #include "irrString.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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| 	class CAnimatedMeshMD2 : public IAnimatedMeshMD2
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| 	{
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| 	public:
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| 
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| 		//! constructor
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| 		CAnimatedMeshMD2();
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| 
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| 		//! destructor
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| 		virtual ~CAnimatedMeshMD2();
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| 
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| 		//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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| 		virtual u32 getFrameCount() const _IRR_OVERRIDE_;
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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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| 		virtual f32 getAnimationSpeed() const _IRR_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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| 		virtual void setAnimationSpeed(f32 fps) _IRR_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 animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
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| 		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
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| 
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| 		//! returns amount of mesh buffers.
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| 		virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
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| 
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| 		//! returns pointer to a mesh buffer
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| 		virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
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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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| 		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
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| 
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| 		//! returns an axis aligned bounding box
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| 		virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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| 
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| 		//! set user axis aligned bounding box
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| 		virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
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| 
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| 		//! sets a flag of all contained materials to a new value
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| 		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
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| 
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| 		//! set the hardware mapping hint, for driver
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| 		virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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| 
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| 		//! flags the meshbuffer as changed, reloads hardware buffers
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| 		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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| 
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| 		//! Returns the type of the animated mesh.
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| 		virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
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| 
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| 		//! Returns frame loop data for a special MD2 animation type.
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| 		virtual void getFrameLoop(EMD2_ANIMATION_TYPE,
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| 			s32& outBegin, s32& outEnd, s32& outFps) const _IRR_OVERRIDE_;
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| 
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| 		//! Returns frame loop data for a special MD2 animation type.
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| 		virtual bool getFrameLoop(const c8* name,
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| 			s32& outBegin, s32& outEnd, s32& outFps) const _IRR_OVERRIDE_;
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| 
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| 		//! Returns amount of md2 animations in this file.
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| 		virtual s32 getAnimationCount() const _IRR_OVERRIDE_;
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| 
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| 		//! Returns name of md2 animation.
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| 		//! \param nr: Zero based index of animation.
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| 		virtual const c8* getAnimationName(s32 nr) const _IRR_OVERRIDE_;
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| 
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| 
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| 		//
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| 		// exposed for loader
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| 		//
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| 
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| 		//! the buffer that contains the most recent animation
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| 		SMeshBuffer* InterpolationBuffer;
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| 
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| 		//! Frames used to calculate InterpolationBuffer
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| 		u32 InterpolationFirstFrame, InterpolationSecondFrame;
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| 		f32 InterpolationFrameDiv;
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| 
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| 		//! named animations
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| 		struct SAnimationData
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| 		{
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| 			core::stringc name;
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| 			s32 begin;
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| 			s32 end;
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| 			s32 fps;
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| 		};
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| 
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| 		//! scale and translations for keyframes
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| 		struct SKeyFrameTransform
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| 		{
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| 			core::vector3df scale;
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| 			core::vector3df translate;
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| 		};
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| 
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| 		//! md2 vertex data
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| 		struct SMD2Vert
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| 		{
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| 			core::vector3d<u8> Pos;
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| 			u8                 NormalIdx;
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| 		};
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| 
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| 		//! keyframe transformations
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| 		core::array<SKeyFrameTransform> FrameTransforms;
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| 
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| 		//! keyframe vertex data
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| 		core::array<SMD2Vert> *FrameList;
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| 
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| 		//! bounding boxes for each keyframe
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| 		core::array<core::aabbox3d<f32> > BoxList;
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| 
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| 		//! named animations
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| 		core::array< SAnimationData > AnimationData;
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| 
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| 		u32 FrameCount;
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| 
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| 	private:
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| 
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| 		//! updates the interpolation buffer
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| 		void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame);
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| 
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| 		f32 FramesPerSecond;
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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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