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			178 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			4.3 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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#pragma once
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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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namespace irr
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{
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namespace scene
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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) :
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			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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	//! 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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	//! 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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	//! 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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	//! 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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	//! 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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		return Meshes[frame];
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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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			mesh->grab();
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			Meshes.push_back(mesh);
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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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	//! 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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	//! 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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		if (Meshes.empty())
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			return;
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		Box = Meshes[0]->getBoundingBox();
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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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	//! 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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	//! 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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		return Meshes[0]->getMeshBufferCount();
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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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		return Meshes[0]->getMeshBuffer(nr);
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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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		return Meshes[0]->getMeshBuffer(material);
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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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	//! 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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	//! All meshes defining the animated mesh
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	core::array<IMesh *> Meshes;
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	//! The bounding box of this mesh
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	core::aabbox3d<f32> Box;
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	//! Default animation speed of this mesh.
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	f32 FramesPerSecond;
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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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} // end namespace scene
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} // end namespace irr
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